skill.c 349 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include <limits.h>
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/grfio.h"
  13. #include "../common/ers.h"
  14. #include "skill.h"
  15. #include "map.h"
  16. #include "clif.h"
  17. #include "pc.h"
  18. #include "status.h"
  19. #include "pet.h"
  20. #include "mercenary.h" //[orn]
  21. #include "mob.h"
  22. #include "npc.h"
  23. #include "battle.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #define SKILLUNITTIMER_INVERVAL 100
  34. //Guild Skills are shifted to these to make them stick into the skill array.
  35. #define GD_SKILLRANGEMIN 900
  36. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  37. #define HM_SKILLRANGEMIN 800
  38. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  39. int skill_names_id[MAX_SKILL_DB];
  40. const struct skill_name_db skill_names[] = {
  41. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  42. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  43. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  44. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  45. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  46. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  47. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  48. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  49. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  50. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  51. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  52. { AL_CURE, "AL_CURE", "Cure" } ,
  53. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  54. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  55. { AL_DP, "AL_DP", "Divine_Protection" } ,
  56. { AL_HEAL, "AL_HEAL", "Heal" } ,
  57. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  58. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  59. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  60. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  61. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  62. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  63. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  64. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  65. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  66. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  67. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  68. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  69. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  70. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  71. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  72. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  73. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  74. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  75. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  76. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  77. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  78. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  79. { AM_REST, "AM_REST", "Vaporize" } ,
  80. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  81. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  82. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  83. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  84. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  85. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  86. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  87. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  88. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  89. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  90. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  91. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  92. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  93. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  94. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  95. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  96. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  97. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  98. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  99. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  100. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  101. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  102. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  103. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  104. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  105. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  106. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  107. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  108. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  109. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  110. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  111. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  112. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  113. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  114. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  115. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  116. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  117. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  118. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  119. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  120. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  121. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  122. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  123. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  124. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  125. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  126. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  127. { BS_GREED, "BS_GREED", "Greed" } ,
  128. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  129. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  130. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  131. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  132. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  133. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  134. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  135. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  136. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  137. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  138. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  139. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  140. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  141. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  142. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  143. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  144. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  145. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  146. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  147. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  148. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  149. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  150. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  151. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  152. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  153. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  154. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  155. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  156. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  157. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  158. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  159. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  160. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  161. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  162. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  163. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  164. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  165. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  166. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  167. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  168. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  169. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  170. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  171. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  172. { CR_TRUST, "CR_TRUST", "Faith" } ,
  173. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  174. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  175. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  176. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  177. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  178. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  179. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  180. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  181. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  182. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  183. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  184. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  185. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  186. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  187. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  188. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  189. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  190. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  191. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  192. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  193. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  194. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  195. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  196. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  197. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  198. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  199. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  200. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  201. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  202. { GS_DUST, "GS_DUST", "Dust" } ,
  203. { GS_FLING, "GS_FLING", "Fling" } ,
  204. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  205. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  206. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  207. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  208. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  209. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  210. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  211. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  212. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  213. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  214. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  215. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  216. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  217. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  218. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  219. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  220. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  221. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  222. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  223. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  224. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  225. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  226. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  227. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  228. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  229. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  230. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  231. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  232. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  233. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  234. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  235. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  236. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  237. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  238. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  239. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  240. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  241. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  242. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  243. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  244. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  245. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  246. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  247. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  248. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  249. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  250. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  251. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  252. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  253. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  254. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  255. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  256. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  257. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  258. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  259. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  260. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  261. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  262. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  263. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  264. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  265. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  266. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  267. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  268. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  269. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  270. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  271. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  272. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  273. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  274. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  275. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  276. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  277. { MC_VENDING, "MC_VENDING", "Vending" } ,
  278. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  279. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  280. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  281. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  282. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  283. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  284. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  285. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  286. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  287. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  288. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  289. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  290. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  291. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  292. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  293. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  294. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  295. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  296. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  297. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  298. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  299. { MO_DODGE, "MO_DODGE", "Flee" } ,
  300. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  301. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  302. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  303. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  304. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  305. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  306. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  307. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  308. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  309. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  310. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  311. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  312. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  313. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  314. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  315. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  316. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  317. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  318. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  319. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  320. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  321. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  322. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  323. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  324. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  325. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  326. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  327. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  328. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  329. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  330. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  331. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  332. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  333. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  334. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  335. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  336. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  337. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  338. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  339. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  340. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  341. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  342. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  343. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  344. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  345. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  346. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  347. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  348. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  349. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  350. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  351. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  352. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  353. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  354. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  355. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  356. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  357. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  358. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  359. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  360. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  361. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  362. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  363. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  364. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  365. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  366. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  367. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  368. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  369. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  370. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  371. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  372. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  373. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  374. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  375. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  376. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  377. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  378. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  379. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  380. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  381. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  382. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  383. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  384. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  385. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  386. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  387. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  388. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  389. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  390. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  391. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  392. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  393. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  394. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  395. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  396. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  397. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  398. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  399. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  400. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  401. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  402. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  403. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  404. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  405. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  406. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  407. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  408. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  409. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  410. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  411. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  412. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  413. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  414. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  415. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  416. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  417. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  418. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  419. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  420. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  421. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  422. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  423. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  424. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  425. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  426. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  427. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  428. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  429. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  430. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  431. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  432. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  433. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  434. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  435. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  436. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  437. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  438. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  439. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  440. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  441. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  442. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  443. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  444. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  445. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  446. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  447. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  448. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  449. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  450. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  451. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  452. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  453. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  454. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  455. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  456. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  457. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  458. { SA_COMA, "SA_COMA", "Coma" } ,
  459. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  460. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  461. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  462. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  463. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  464. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  465. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  466. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  467. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  468. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  469. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  470. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  471. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  472. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  473. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  474. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  475. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  476. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  477. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  478. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  479. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  480. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  481. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  482. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  483. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  484. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  485. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  486. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  487. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  488. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  489. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  490. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  491. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  493. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  494. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  495. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  496. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  497. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  498. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  499. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  500. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  501. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  502. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  503. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  504. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  505. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  506. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  507. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  508. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  509. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  510. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  511. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  512. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  513. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  514. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  515. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  516. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  517. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  518. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  519. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  520. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  521. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  522. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  523. { SL_SKA, "SL_SKA", "Eska" } ,
  524. { SL_SKE, "SL_SKE", "Eske" } ,
  525. { SL_SMA, "SL_SMA", "Esma" } ,
  526. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  527. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  528. { SL_STIN, "SL_STIN", "Estin" } ,
  529. { SL_STUN, "SL_STUN", "Estun" } ,
  530. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  531. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  532. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  533. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  534. { SM_BASH, "SM_BASH", "Bash" } ,
  535. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  536. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  537. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  538. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  539. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  540. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  541. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  542. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  543. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  544. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  545. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  546. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  547. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  548. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  549. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  550. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  551. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  552. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  553. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  554. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  555. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  556. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  557. { TF_POISON, "TF_POISON", "Envenom" } ,
  558. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  559. { TF_STEAL, "TF_STEAL", "Steal" } ,
  560. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  561. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  562. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  563. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  564. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  565. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  566. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  567. { TK_MISSION, "TK_MISSION", "Mission" } ,
  568. { TK_POWER, "TK_POWER", "Kihop" } ,
  569. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  570. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  571. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  572. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  573. { TK_RUN, "TK_RUN", "Sprint" } ,
  574. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  575. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  576. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  577. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  578. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  579. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  580. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  581. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  582. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  583. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  584. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  585. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  586. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  587. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  588. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  589. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  590. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  591. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  592. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  593. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  594. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  595. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  596. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  597. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  598. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  599. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  600. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  601. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  602. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  603. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  604. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  605. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  606. //[blackhole89]
  607. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  608. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  609. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  610. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  611. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  612. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  613. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  614. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  615. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  616. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  617. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  618. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  619. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  620. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  621. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  622. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  623. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  624. };
  625. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  626. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  627. struct skill_db skill_db[MAX_SKILL_DB];
  628. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  629. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  630. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  631. // macros to check for out of bounds errors [celest]
  632. // i: Skill ID, l: Skill Level, var: Value to return after checking
  633. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  634. // for values that might need to use a different function just skill_chk would suffice.
  635. #define skill_chk(i, l) \
  636. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  637. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  638. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  639. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  640. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  641. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  642. #define skill_get(var, i, l) \
  643. { skill_chk(i, l); return var; }
  644. // Skill DB
  645. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  646. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  647. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  648. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  649. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  650. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  651. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  652. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  653. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  654. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  655. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  656. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  657. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  658. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  659. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  660. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  661. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  662. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  663. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  664. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  665. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  666. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  667. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  668. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  669. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  670. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  671. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  672. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  673. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  674. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  675. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  676. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  677. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynoagi[lv-1], id, lv); }
  678. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  679. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  680. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  681. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  682. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  683. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  684. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  685. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  686. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  687. const char* skill_get_name( int id ){
  688. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  689. return "UNKNOWN_SKILL";
  690. if (id >= GD_SKILLBASE)
  691. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  692. if (id >= HM_SKILLBASE) //[orn]
  693. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  694. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  695. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  696. return skill_db[id].name;
  697. }
  698. int skill_tree_get_max(int id, int b_class){
  699. int i, skillid;
  700. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  701. if (id == skillid) return skill_tree[b_class][i].max;
  702. return skill_get_max (id);
  703. }
  704. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  705. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  706. int status_change_timer_sub(struct block_list *bl, va_list ap);
  707. int skill_attack_area(struct block_list *bl,va_list ap);
  708. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  709. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  710. int skill_greed(struct block_list *bl, va_list ap);
  711. int skill_landprotector(struct block_list *bl, va_list ap);
  712. int skill_ganbatein(struct block_list *bl, va_list ap);
  713. int skill_trap_splash(struct block_list *bl, va_list ap);
  714. int skill_count_target(struct block_list *bl, va_list ap);
  715. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  716. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  717. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  718. int skill_unit_effect(struct block_list *bl,va_list ap);
  719. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  720. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  721. int skill_get_casttype (int id)
  722. {
  723. int inf = skill_get_inf(id);
  724. if (inf&(INF_GROUND_SKILL))
  725. return CAST_GROUND;
  726. if (inf&INF_SUPPORT_SKILL)
  727. return CAST_NODAMAGE;
  728. if (inf&INF_SELF_SKILL) {
  729. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  730. return CAST_DAMAGE; //Combo skill.
  731. return CAST_NODAMAGE;
  732. }
  733. if (skill_get_nk(id)&NK_NO_DAMAGE)
  734. return CAST_NODAMAGE;
  735. return CAST_DAMAGE;
  736. };
  737. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  738. int skill_get_range2 (struct block_list *bl, int id, int lv)
  739. {
  740. int range = skill_get_range(id, lv);
  741. if(range < 0) {
  742. if (battle_config.use_weapon_skill_range&bl->type)
  743. return status_get_range(bl);
  744. range *=-1;
  745. }
  746. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  747. switch (id) {
  748. case AC_SHOWER:
  749. case AC_DOUBLE:
  750. case HT_BLITZBEAT:
  751. case AC_CHARGEARROW:
  752. case SN_FALCONASSAULT:
  753. case SN_SHARPSHOOTING:
  754. case HT_POWER:
  755. if (bl->type == BL_PC)
  756. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  757. else
  758. range += 10; //Assume level 10?
  759. break;
  760. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  761. case GS_RAPIDSHOWER:
  762. case GS_PIERCINGSHOT:
  763. case GS_FULLBUSTER:
  764. case GS_SPREADATTACK:
  765. case GS_GROUNDDRIFT:
  766. if (bl->type == BL_PC)
  767. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  768. else
  769. range += 10; //Assume level 10?
  770. break;
  771. case NJ_KIRIKAGE:
  772. if (bl->type == BL_PC)
  773. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  774. break;
  775. }
  776. if(!range && bl->type != BL_PC)
  777. return 9; // Enable non players to use self skills on others. [Skotlex]
  778. return range;
  779. }
  780. int skill_calc_heal (struct block_list *bl, int skill_lv)
  781. {
  782. int skill, heal;
  783. if (skill_lv >= battle_config.max_heal_lv)
  784. return battle_config.max_heal;
  785. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  786. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  787. heal += heal * skill * 2 / 100;
  788. if(bl->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)bl), HLIF_BRAIN)) > 0)
  789. heal += heal * skill * 2 / 100;
  790. return heal;
  791. }
  792. // Making plagiarize check its own function [Aru]
  793. int can_copy (struct map_session_data *sd, int skillid)
  794. {
  795. // Never copy NPC/Wedding Skills
  796. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  797. return 0;
  798. // High-class skills
  799. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  800. {
  801. if(battle_config.copyskill_restrict == 2)
  802. return 0;
  803. else if(battle_config.copyskill_restrict)
  804. return (sd->status.class_ == JOB_STALKER);
  805. }
  806. return 1;
  807. }
  808. // [MouseJstr] - skill ok to cast? and when?
  809. int skillnotok (int skillid, struct map_session_data *sd)
  810. {
  811. int i = skillid,m;
  812. nullpo_retr (1, sd);
  813. m = sd->bl.m;
  814. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  815. return 1;
  816. if (i >= GD_SKILLBASE)
  817. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  818. if (i >= HM_SKILLBASE) //[orn]
  819. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  820. if (i > MAX_SKILL || i < 0)
  821. return 1;
  822. if (sd->blockskill[i] > 0)
  823. return 1;
  824. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  825. return 0; // gm's can do anything damn thing they want
  826. // Check skill restrictions [Celest]
  827. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  828. return 1;
  829. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  830. return 1;
  831. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  832. return 1;
  833. if(agit_flag && skill_get_nocast (skillid) & 8)
  834. return 1;
  835. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  836. return 1;
  837. switch (skillid) {
  838. case AL_WARP:
  839. if(map[m].flag.nowarp) {
  840. clif_skill_teleportmessage(sd,0);
  841. return 1;
  842. }
  843. return 0;
  844. break;
  845. case AL_TELEPORT:
  846. if(map[m].flag.noteleport) {
  847. clif_skill_teleportmessage(sd,0);
  848. return 1;
  849. }
  850. return 0;
  851. case WE_CALLPARTNER:
  852. case WE_CALLPARENT:
  853. case WE_CALLBABY:
  854. if (map[m].flag.nomemo) {
  855. clif_skill_teleportmessage(sd,1);
  856. return 1;
  857. }
  858. break;
  859. case MC_VENDING:
  860. case MC_IDENTIFY:
  861. return 0; // always allowed
  862. case WZ_ICEWALL:
  863. // noicewall flag [Valaris]
  864. if (map[m].flag.noicewall) {
  865. clif_skill_fail(sd,skillid,0,0);
  866. return 1;
  867. }
  868. break;
  869. case GD_EMERGENCYCALL:
  870. if ( //No use map_flag_gvg since config already takes that into account
  871. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  872. !(battle_config.emergency_call&
  873. (map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  874. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  875. ) {
  876. clif_skill_fail(sd,skillid,0,0);
  877. return 1;
  878. }
  879. break;
  880. }
  881. return (map[m].flag.noskill);
  882. }
  883. // [orn] - skill ok to cast? and when? //homunculus
  884. int skillnotok_hom (int skillid, struct homun_data *hd)
  885. {
  886. int i = skillid;
  887. nullpo_retr (1, hd);
  888. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  889. return 1;
  890. if (i >= GD_SKILLBASE)
  891. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  892. if (i >= HM_SKILLBASE) //[orn]
  893. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  894. if (i > MAX_SKILL || i < 0)
  895. return 1;
  896. if (hd->blockskill[i] > 0)
  897. return 1;
  898. //Use master's criteria.
  899. return skillnotok(skillid, hd->master);
  900. }
  901. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  902. int firewall_unit_pos;
  903. int icewall_unit_pos;
  904. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  905. {
  906. int pos = skill_get_unit_layout_type(skillid,skilllv);
  907. int dir;
  908. if (pos != -1)
  909. return &skill_unit_layout[pos];
  910. if (src->x == x && src->y == y)
  911. dir = 2;
  912. else
  913. dir = map_calc_dir(src,x,y);
  914. if (skillid == MG_FIREWALL)
  915. return &skill_unit_layout [firewall_unit_pos + dir];
  916. else if (skillid == WZ_ICEWALL)
  917. return &skill_unit_layout [icewall_unit_pos + dir];
  918. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  919. return &skill_unit_layout[0];
  920. }
  921. /*==========================================
  922. *
  923. *------------------------------------------
  924. */
  925. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  926. {
  927. struct map_session_data *sd=NULL, *dstsd=NULL;
  928. struct mob_data *md=NULL, *dstmd=NULL;
  929. struct status_data *sstatus, *tstatus;
  930. struct status_change *sc, *tsc;
  931. int skill;
  932. int rate;
  933. nullpo_retr(0, src);
  934. nullpo_retr(0, bl);
  935. if(skillid < 0)
  936. { // remove the debug print when this case is finished
  937. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  938. src, bl,skillid,skilllv,attack_type,tick);
  939. return 0;
  940. }
  941. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  942. switch (src->type) {
  943. case BL_PC:
  944. sd = (struct map_session_data *)src;
  945. break;
  946. case BL_MOB:
  947. md = (struct mob_data *)src;
  948. break;
  949. }
  950. switch (bl->type) {
  951. case BL_PC:
  952. dstsd=(struct map_session_data *)bl;
  953. break;
  954. case BL_MOB:
  955. dstmd=(struct mob_data *)bl;
  956. break;
  957. }
  958. sc = status_get_sc(src);
  959. tsc = status_get_sc(bl);
  960. sstatus = status_get_status_data(src);
  961. tstatus = status_get_status_data(bl);
  962. if (!tsc) //skill additional effect is about adding effects to the target...
  963. //So if the target can't be inflicted with statuses, this is pointless.
  964. return 0;
  965. switch(skillid){
  966. case 0: // Normal attacks (no skill used)
  967. {
  968. if(sd) {
  969. // Automatic trigger of Blitz Beat
  970. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  971. rand()%1000 <= sstatus->luk*10/3+1 ) {
  972. int lv=(sd->status.job_level+9)/10;
  973. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,SD_LEVEL);
  974. }
  975. // Gank
  976. if(dstmd && sd->status.weapon != W_BOW &&
  977. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  978. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  979. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  980. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  981. else
  982. clif_skill_fail(sd,RG_SNATCHER,0,0);
  983. }
  984. // Chance to trigger Taekwon kicks [Dralnu]
  985. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  986. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  987. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  988. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  989. ; //Stance triggered
  990. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  991. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  992. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  993. ; //Stance triggered
  994. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  995. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  996. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  997. ; //Stance triggered
  998. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  999. { //additional chance from SG_FRIEND [Komurka]
  1000. rate = 20;
  1001. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1002. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  1003. status_change_end(src,SC_SKILLRATE_UP,-1);
  1004. }
  1005. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1006. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1007. }
  1008. }
  1009. }
  1010. if (sc && sc->count) {
  1011. // Enchant Poison gives a chance to poison attacked enemies
  1012. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1013. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1014. sc->data[SC_ENCPOISON].val1,0,0,0,
  1015. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1016. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1017. if(sc->data[SC_EDP].timer != -1)
  1018. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1019. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1020. }
  1021. if (tsc->count) {
  1022. if (tsc->data[SC_SPLASHER].timer != -1)
  1023. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1024. tsc->data[SC_SPLASHER].val1,0,0,0,
  1025. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1026. }
  1027. }
  1028. break;
  1029. case SM_BASH:
  1030. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1031. //TODO: How much % per base level it actually is?
  1032. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1033. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1034. }
  1035. break;
  1036. case AS_VENOMKNIFE:
  1037. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1038. skilllv = pc_checkskill(sd, TF_POISON);
  1039. case TF_POISON:
  1040. case AS_SPLASHER:
  1041. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1042. && sd && skillid==TF_POISON
  1043. )
  1044. clif_skill_fail(sd,skillid,0,0);
  1045. break;
  1046. case AS_SONICBLOW:
  1047. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1048. break;
  1049. case AS_GRIMTOOTH:
  1050. {
  1051. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1052. if (tsc->data[type].timer == -1)
  1053. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1054. break;
  1055. }
  1056. case MG_FROSTDIVER:
  1057. case WZ_FROSTNOVA:
  1058. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1059. break;
  1060. case WZ_STORMGUST:
  1061. tsc->data[SC_FREEZE].val3++;
  1062. if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1063. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1064. break;
  1065. case WZ_METEOR:
  1066. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1067. break;
  1068. case WZ_VERMILION:
  1069. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1070. break;
  1071. case HT_FREEZINGTRAP:
  1072. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1073. break;
  1074. case HT_FLASHER:
  1075. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1076. break;
  1077. case HT_LANDMINE:
  1078. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1079. break;
  1080. case HT_SHOCKWAVE:
  1081. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1082. break;
  1083. case HT_SANDMAN:
  1084. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1085. break;
  1086. case TF_SPRINKLESAND:
  1087. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1088. break;
  1089. case TF_THROWSTONE:
  1090. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1091. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1092. break;
  1093. case NPC_DARKCROSS:
  1094. case CR_HOLYCROSS:
  1095. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1096. break;
  1097. case CR_GRANDCROSS:
  1098. case NPC_GRANDDARKNESS:
  1099. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1100. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1101. break;
  1102. case AM_ACIDTERROR:
  1103. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1104. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1105. clif_emotion(bl,23);
  1106. break;
  1107. case AM_DEMONSTRATION:
  1108. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1109. break;
  1110. case CR_SHIELDCHARGE:
  1111. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1112. break;
  1113. case PA_PRESSURE:
  1114. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1115. break;
  1116. case RG_RAID:
  1117. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1118. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1119. break;
  1120. case BA_FROSTJOKE:
  1121. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1122. break;
  1123. case DC_SCREAM:
  1124. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1125. break;
  1126. case BD_LULLABY:
  1127. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1128. break;
  1129. case DC_UGLYDANCE:
  1130. rate = 5+5*skilllv;
  1131. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1132. rate += 5+skill;
  1133. status_zap(bl, 0, rate);
  1134. break;
  1135. case SL_STUN:
  1136. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1137. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1138. break;
  1139. case NPC_PETRIFYATTACK:
  1140. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  1141. skilllv,0,0,skill_get_time(skillid,skilllv),
  1142. skill_get_time2(skillid,skilllv));
  1143. break;
  1144. case NPC_CURSEATTACK:
  1145. case NPC_SLEEPATTACK:
  1146. case NPC_BLINDATTACK:
  1147. case NPC_POISON:
  1148. case NPC_SILENCEATTACK:
  1149. case NPC_STUNATTACK:
  1150. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1151. break;
  1152. case NPC_MENTALBREAKER:
  1153. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1154. //equal to Matk*skLevel.
  1155. rate = sstatus->matk_min;
  1156. if (rate < sstatus->matk_max)
  1157. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  1158. rate*=skilllv;
  1159. status_zap(bl, 0, rate);
  1160. break;
  1161. }
  1162. // Equipment breaking monster skills [Celest]
  1163. case NPC_BREAKWEAPON:
  1164. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1165. break;
  1166. case NPC_BREAKARMOR:
  1167. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1168. break;
  1169. case NPC_BREAKHELM:
  1170. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1171. break;
  1172. case NPC_BREAKSHIELD:
  1173. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1174. break;
  1175. case CH_TIGERFIST:
  1176. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1177. break;
  1178. case LK_SPIRALPIERCE:
  1179. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1180. break;
  1181. case ST_REJECTSWORD:
  1182. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1183. break;
  1184. case PF_FOGWALL:
  1185. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1186. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1187. break;
  1188. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1189. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1190. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1191. break;
  1192. case LK_JOINTBEAT:
  1193. sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1194. break;
  1195. case ASC_METEORASSAULT:
  1196. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1197. switch(rand()%3) {
  1198. case 0:
  1199. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1200. break;
  1201. case 1:
  1202. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1203. break;
  1204. default:
  1205. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1206. }
  1207. break;
  1208. case HW_NAPALMVULCAN:
  1209. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1210. break;
  1211. case WS_CARTTERMINATION: // Cart termination
  1212. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1213. break;
  1214. case CR_ACIDDEMONSTRATION:
  1215. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1216. break;
  1217. case TK_DOWNKICK:
  1218. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1219. break;
  1220. case TK_JUMPKICK:
  1221. //Cancel out Soul Linker status of the target. [Skotlex]
  1222. if (tsc->count) {
  1223. //Remove NORMAL potions effect.
  1224. if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
  1225. status_change_end(bl, SC_ASPDPOTION0, -1);
  1226. if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
  1227. status_change_end(bl, SC_ASPDPOTION1, -1);
  1228. if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
  1229. status_change_end(bl, SC_ASPDPOTION2, -1);
  1230. if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
  1231. status_change_end(bl, SC_ASPDPOTION3, -1);
  1232. if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
  1233. status_change_end(bl, SC_SPEEDUP0, -1);
  1234. if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
  1235. status_change_end(bl, SC_SPEEDUP1, -1);
  1236. if (tsc->data[SC_SPIRIT].timer != -1)
  1237. status_change_end(bl, SC_SPIRIT, -1);
  1238. if (tsc->data[SC_ONEHAND].timer != -1)
  1239. status_change_end(bl, SC_ONEHAND, -1);
  1240. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1241. status_change_end(bl, SC_ADRENALINE2, -1);
  1242. }
  1243. break;
  1244. case TK_TURNKICK:
  1245. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1246. if(attack_type == BF_MISC) //70% base stun chance...
  1247. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1248. break;
  1249. case GS_BULLSEYE: //0.1% coma rate.
  1250. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1251. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1252. break;
  1253. case GS_PIERCINGSHOT:
  1254. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1255. break;
  1256. case NJ_HYOUSYOURAKU:
  1257. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1258. break;
  1259. case GS_FLING:
  1260. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1261. break;
  1262. }
  1263. if(sd && attack_type&BF_WEAPON &&
  1264. skillid != MC_CARTREVOLUTION &&
  1265. skillid != AM_DEMONSTRATION &&
  1266. skillid != CR_REFLECTSHIELD
  1267. ){ //Trigger status effects
  1268. int i, type;
  1269. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1270. {
  1271. rate = sd->addeff[i].rate;
  1272. type = sd->state.arrow_atk; //Ranged?
  1273. if (type)
  1274. rate += sd->addeff[i].arrow_rate;
  1275. if (!rate) continue;
  1276. if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT))
  1277. { //Trigger has range consideration.
  1278. if ((sd->addeff[i].flag&ATF_LONG && !type) ||
  1279. (sd->addeff[i].flag&ATF_SHORT && type))
  1280. continue; //Range Failed.
  1281. }
  1282. type = sd->addeff[i].id;
  1283. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1284. if (sd->addeff[i].flag&ATF_TARGET)
  1285. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1286. if (sd->addeff[i].flag&ATF_SELF)
  1287. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1288. }
  1289. }
  1290. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1291. { //Pass heritage to Master for status causing effects. [Skotlex]
  1292. sd = map_id2sd(md->master_id);
  1293. src = sd?&sd->bl:src;
  1294. }
  1295. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1296. //But Gravity Patched this silently, and it now seems to trigger only on
  1297. //weapon attacks.
  1298. if(sd && !status_isdead(bl) && src != bl && attack_type&BF_WEAPON
  1299. // !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)
  1300. ) {
  1301. struct block_list *tbl;
  1302. struct unit_data *ud;
  1303. int i, skilllv;
  1304. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1305. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1306. if (skillnotok(skill, sd))
  1307. continue;
  1308. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1309. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1310. if (rand()%1000 > rate)
  1311. continue;
  1312. if (sd->autospell[i].id < 0)
  1313. tbl = src;
  1314. else
  1315. tbl = bl;
  1316. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1317. continue; //Autoskills DO check for target-src range. [Skotlex]
  1318. rate = skill_get_inf(skill);
  1319. switch (skill_get_casttype(skill)) {
  1320. case CAST_GROUND:
  1321. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1322. break;
  1323. case CAST_NODAMAGE:
  1324. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1325. break;
  1326. case CAST_DAMAGE:
  1327. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1328. break;
  1329. }
  1330. //Set canact delay. [Skotlex]
  1331. ud = unit_bl2ud(src);
  1332. if (ud) {
  1333. rate = skill_delayfix(src, skill, skilllv)/2;
  1334. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1335. ud->canact_tick = tick+rate;
  1336. }
  1337. break; //Only one auto skill comes off at a time.
  1338. }
  1339. }
  1340. //Polymorph
  1341. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1342. dstmd && !(tstatus->mode&MD_BOSS) &&
  1343. (rand()%10000 < sd->classchange))
  1344. {
  1345. struct mob_db *mob;
  1346. int class_;
  1347. skill = 0;
  1348. do {
  1349. do {
  1350. class_ = rand() % MAX_MOB_DB;
  1351. } while (!mobdb_checkid(class_));
  1352. rate = rand() % 1000000;
  1353. mob = mob_db(class_);
  1354. } while (
  1355. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1356. (skill++) < 2000);
  1357. if (skill < 2000)
  1358. mob_class_change(dstmd,class_);
  1359. }
  1360. return 0;
  1361. }
  1362. /* Splitted off from skill_additional_effect, which is never called when the
  1363. * attack skill kills the enemy. Place in this function counter status effects
  1364. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1365. * from cards) that will take effect on the source, not the target. [Skotlex]
  1366. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1367. * type of skills, so not every instance of skill_additional_effect needs a call
  1368. * to this one.
  1369. */
  1370. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1371. {
  1372. int rate;
  1373. struct map_session_data *sd=NULL;
  1374. struct map_session_data *dstsd=NULL;
  1375. struct status_change *tsc;
  1376. nullpo_retr(0, src);
  1377. nullpo_retr(0, bl);
  1378. if(skillid < 0)
  1379. { // remove the debug print when this case is finished
  1380. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1381. src, bl,skillid,skilllv,attack_type,tick);
  1382. return 0;
  1383. }
  1384. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1385. tsc = status_get_sc(bl);
  1386. if (tsc && !tsc->count)
  1387. tsc = NULL;
  1388. BL_CAST(BL_PC, src, sd);
  1389. BL_CAST(BL_PC, bl, dstsd);
  1390. switch(skillid){
  1391. case 0: //Normal Attack
  1392. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1393. tsc->data[SC_KAAHI].val4 = add_timer(
  1394. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1395. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1396. break;
  1397. case MO_EXTREMITYFIST:
  1398. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1399. break;
  1400. case GS_FULLBUSTER:
  1401. status_change_start(src,SC_BLIND,200*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),10);
  1402. break;
  1403. case HFLI_SBR44: //[orn]
  1404. case HVAN_EXPLOSION:
  1405. if(src->type == BL_HOM){
  1406. TBL_HOM *hd = (TBL_HOM*)src;
  1407. hd->homunculus.intimacy = 200;
  1408. if (hd->master)
  1409. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1410. }
  1411. break;
  1412. }
  1413. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1414. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1415. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1416. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1417. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1418. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1419. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1420. }
  1421. if(dstsd && attack_type&BF_WEAPON)
  1422. { //Counter effects.
  1423. int i, type, time;
  1424. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1425. {
  1426. rate = dstsd->addeff2[i].rate;
  1427. type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2);
  1428. if (type)
  1429. rate+=dstsd->addeff2[i].arrow_rate;
  1430. if (!rate) continue;
  1431. if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT))
  1432. { //Trigger has range consideration.
  1433. if ((dstsd->addeff2[i].flag&ATF_LONG && !type) ||
  1434. (dstsd->addeff2[i].flag&ATF_SHORT && type))
  1435. continue; //Range Failed.
  1436. }
  1437. type = dstsd->addeff2[i].id;
  1438. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1439. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1440. status_change_start(src,type,rate,7,0,0,0,time,0);
  1441. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1442. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1443. }
  1444. }
  1445. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1446. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1447. {
  1448. struct block_list *tbl;
  1449. struct unit_data *ud;
  1450. int i, skillid, skilllv, rate;
  1451. for (i = 0; i < MAX_PC_BONUS; i++) {
  1452. if (dstsd->autospell2[i].id == 0)
  1453. break;
  1454. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1455. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1456. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1457. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1458. if (skillnotok(skillid, dstsd))
  1459. continue;
  1460. if (rand()%1000 > rate)
  1461. continue;
  1462. if (dstsd->autospell2[i].id < 0)
  1463. tbl = bl;
  1464. else
  1465. tbl = src;
  1466. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1467. continue; //Autoskills DO check for target-src range. [Skotlex]
  1468. switch (skill_get_casttype(skillid)) {
  1469. case CAST_GROUND:
  1470. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1471. break;
  1472. case CAST_NODAMAGE:
  1473. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1474. break;
  1475. case CAST_DAMAGE:
  1476. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1477. break;
  1478. }
  1479. //Set canact delay. [Skotlex]
  1480. ud = unit_bl2ud(bl);
  1481. if (ud) {
  1482. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1483. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1484. ud->canact_tick = tick+rate;
  1485. }
  1486. break; //trigger only one auto-spell per hit.
  1487. }
  1488. }
  1489. return 0;
  1490. }
  1491. /*=========================================================================
  1492. Breaks equipment. On-non players causes the corresponding strip effect.
  1493. - rate goes from 0 to 10000 (100.00%)
  1494. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1495. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1496. --------------------------------------------------------------------------*/
  1497. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1498. {
  1499. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1500. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1501. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1502. struct status_change *sc = status_get_sc(bl);
  1503. int i,j;
  1504. TBL_PC *sd;
  1505. BL_CAST(BL_PC, bl, sd);
  1506. if (sc && !sc->count)
  1507. sc = NULL;
  1508. if (sd) {
  1509. if (sd->unbreakable_equip)
  1510. where &= ~sd->unbreakable_equip;
  1511. if (sd->unbreakable)
  1512. rate -= rate*sd->unbreakable/100;
  1513. if (where&EQP_WEAPON) {
  1514. switch (sd->status.weapon) {
  1515. case W_FIST: //Bare fists should not break :P
  1516. case W_1HAXE:
  1517. case W_2HAXE:
  1518. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1519. case W_STAFF:
  1520. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1521. where &= ~EQP_WEAPON;
  1522. }
  1523. }
  1524. }
  1525. if (flag&BCT_ENEMY) {
  1526. if (battle_config.equip_skill_break_rate != 100)
  1527. rate = rate*battle_config.equip_skill_break_rate/100;
  1528. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1529. if (battle_config.equip_self_break_rate != 100)
  1530. rate = rate*battle_config.equip_self_break_rate/100;
  1531. }
  1532. for (i = 0; i < 4; i++) {
  1533. if (where&where_list[i]) {
  1534. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1535. where&=~where_list[i];
  1536. else if (rand()%10000 >= rate)
  1537. where&=~where_list[i];
  1538. else if (!sd) //Cause Strip effect.
  1539. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1540. }
  1541. }
  1542. if (!where) //Nothing to break.
  1543. return 0;
  1544. if (sd) {
  1545. for (i = 0; i < EQI_MAX; i++) {
  1546. j = sd->equip_index[i];
  1547. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1548. continue;
  1549. flag = 0;
  1550. switch(i) {
  1551. case EQI_HEAD_TOP: //Upper Head
  1552. flag = (where&EQP_HELM);
  1553. break;
  1554. case EQI_ARMOR: //Body
  1555. flag = (where&EQP_ARMOR);
  1556. break;
  1557. case EQI_HAND_R: //Left/Right hands
  1558. case EQI_HAND_L:
  1559. flag = (
  1560. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1561. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1562. break;
  1563. default:
  1564. continue;
  1565. }
  1566. if (flag) {
  1567. sd->status.inventory[j].attribute = 1;
  1568. pc_unequipitem(sd, j, 3);
  1569. }
  1570. }
  1571. clif_equiplist(sd);
  1572. }
  1573. return where; //Return list of pieces broken.
  1574. }
  1575. /*=========================================================================
  1576. Used to knock back players, monsters, traps, etc
  1577. If count&0xf00000, the direction is send in the 6th byte.
  1578. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1579. If count&0x20000, position update packets must not be sent.
  1580. IF count&0X40000, direction is random.
  1581. --------------------------------------------------------------------------*/
  1582. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1583. {
  1584. int dx=0,dy=0,nx,ny;
  1585. int x=target->x,y=target->y;
  1586. int dir,ret;
  1587. struct skill_unit *su=NULL;
  1588. nullpo_retr(0, src);
  1589. if (src != target && map_flag_gvg(target->m))
  1590. return 0; //No knocking back in WoE
  1591. if (!count&0xffff)
  1592. return 0; //Actual knockback distance is 0.
  1593. switch (target->type) {
  1594. case BL_MOB:
  1595. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1596. return 0;
  1597. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1598. return 0;
  1599. break;
  1600. case BL_SKILL:
  1601. su=(struct skill_unit *)target;
  1602. break;
  1603. }
  1604. if (count&0xf00000)
  1605. dir = (count>>20)&0xf;
  1606. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1607. dir = unit_getdir(target);
  1608. else if (count&0x40000) //Flag for random pushing.
  1609. dir = rand()%8;
  1610. else
  1611. dir = map_calc_dir(target,src->x,src->y);
  1612. if (dir>=0 && dir<8){
  1613. dx = -dirx[dir];
  1614. dy = -diry[dir];
  1615. }
  1616. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1617. nx=ret>>16;
  1618. ny=ret&0xffff;
  1619. if (!su)
  1620. unit_stop_walking(target,0);
  1621. dx = nx - x;
  1622. dy = ny - y;
  1623. if (!dx && !dy) //Could not knockback.
  1624. return 0;
  1625. map_foreachinmovearea(clif_outsight,target->m,
  1626. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1627. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1628. if(su)
  1629. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1630. else
  1631. map_moveblock(target, nx, ny, gettick());
  1632. map_foreachinmovearea(clif_insight,target->m,
  1633. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1634. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1635. if(!(count&0x20000))
  1636. clif_blown(target);
  1637. if(target->type == BL_PC && map_getcell(target->m,x,y,CELL_CHKNPC))
  1638. npc_touch_areanpc((TBL_PC*)target,target->m,x,y); //Invoke area NPC
  1639. return (count&0xFFFF); //Return amount of knocked back cells.
  1640. }
  1641. /*
  1642. * =========================================================================
  1643. * Does a skill attack with the given properties.
  1644. * src is the master behind the attack (player/mob/pet)
  1645. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1646. * bl is the target to be attacked.
  1647. * flag can hold a bunch of information:
  1648. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1649. * (usually holds number of targets, or just 1 for simple splash attacks)
  1650. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1651. * packet shouldn't display a skill animation)
  1652. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1653. * client (causes player characters to not scream skill name)
  1654. *-------------------------------------------------------------------------
  1655. */
  1656. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1657. {
  1658. struct Damage dmg;
  1659. struct status_data *sstatus, *tstatus;
  1660. struct status_change *sc;
  1661. struct map_session_data *sd, *tsd;
  1662. int type,damage,rdamage=0;
  1663. if(skillid > 0 && skilllv <= 0) return 0;
  1664. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1665. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1666. nullpo_retr(0, bl); //Target to be attacked.
  1667. if (src != dsrc) {
  1668. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1669. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1670. return 0;
  1671. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1672. //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
  1673. if (!status_check_skilluse(src, bl, skillid, 2))
  1674. return 0;
  1675. }
  1676. BL_CAST(BL_PC, src, sd);
  1677. BL_CAST(BL_PC, bl, tsd);
  1678. sstatus = status_get_status_data(src);
  1679. tstatus = status_get_status_data(bl);
  1680. sc= status_get_sc(bl);
  1681. if (sc && !sc->count) sc = NULL; //Don't need it.
  1682. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1683. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1684. return 0;
  1685. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1686. if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
  1687. return 0;
  1688. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1689. //Skotlex: Adjusted to the new system
  1690. if(src->type==BL_PET)
  1691. { // [Valaris]
  1692. struct pet_data *pd = (TBL_PET*)src;
  1693. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1694. {
  1695. int element = skill_get_pl(skillid);
  1696. if (skillid == -1)
  1697. element = sstatus->rhw.ele;
  1698. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1699. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1700. else
  1701. dmg.damage= skilllv;
  1702. dmg.damage2=0;
  1703. dmg.div_= pd->a_skill->div_;
  1704. }
  1705. }
  1706. if (attack_type&BF_MAGIC) {
  1707. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1708. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
  1709. { //Works on players or mobs with level under 80.
  1710. clif_specialeffect(bl, 438, AREA);
  1711. if (--sc->data[SC_KAITE].val2 <= 0)
  1712. status_change_end(bl, SC_KAITE, -1);
  1713. clif_skill_nodamage(bl,src,skillid,skilllv,1);
  1714. bl = src; //Just make the skill attack yourself @.@
  1715. sc = status_get_sc(bl);
  1716. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1717. if (sc && !sc->count)
  1718. sc = NULL; //Don't need it.
  1719. //Spirit of Wizard blocks bounced back spells.
  1720. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD
  1721. && !(tsd && (type = pc_search_inventory (tsd, 7321)) < 0))
  1722. {
  1723. if (tsd) pc_delitem(tsd, type, 1, 0);
  1724. dmg.damage = dmg.damage2 = 0;
  1725. dmg.dmg_lv = ATK_FLEE;
  1726. }
  1727. }
  1728. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1729. int sp = skill_get_sp(skillid,skilllv);
  1730. dmg.damage = dmg.damage2 = 0;
  1731. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1732. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1733. if(skillid == WZ_WATERBALL && skilllv > 1)
  1734. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1735. status_heal(bl, 0, sp, 2);
  1736. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1737. }
  1738. }
  1739. damage = dmg.damage + dmg.damage2;
  1740. if (damage > 0 && src != bl && src == dsrc)
  1741. rdamage = battle_calc_return_damage(bl, skillid, &damage, dmg.flag);
  1742. //Skill hit type
  1743. type=(skillid==0)?5:skill_get_hit(skillid);
  1744. if(damage < dmg.div_
  1745. //Only skills that knockback even when they miss. [Skotlex]
  1746. && skillid != CH_PALMSTRIKE
  1747. && skillid != HT_PHANTASMIC)
  1748. dmg.blewcount = 0;
  1749. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1750. if(battle_config.gx_disptype) dsrc = src;
  1751. if(src == bl) type = 4;
  1752. else flag|=SD_ANIMATION;
  1753. }
  1754. if(skillid == NJ_TATAMIGAESHI) {
  1755. dsrc = src; //For correct knockback.
  1756. flag|=SD_ANIMATION;
  1757. }
  1758. if(sd) {
  1759. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1760. if (sd->sc.data[SC_COMBO].timer!=-1)
  1761. { //End combo state after skill is invoked. [Skotlex]
  1762. switch (skillid) {
  1763. case TK_TURNKICK:
  1764. case TK_STORMKICK:
  1765. case TK_DOWNKICK:
  1766. case TK_COUNTER:
  1767. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  1768. { //Extend combo time.
  1769. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1770. sd->skilllv_old = skilllv;
  1771. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1772. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1773. sd->sc.data[SC_COMBO].timer = add_timer(
  1774. tick+sd->sc.data[SC_COMBO].val4,
  1775. status_change_timer, src->id, SC_COMBO);
  1776. break;
  1777. }
  1778. default:
  1779. status_change_end(src,SC_COMBO,-1);
  1780. }
  1781. }
  1782. switch(skillid)
  1783. {
  1784. case MO_TRIPLEATTACK:
  1785. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1786. flag=1;
  1787. break;
  1788. case MO_CHAINCOMBO:
  1789. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1790. flag=1;
  1791. break;
  1792. case MO_COMBOFINISH:
  1793. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1794. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1795. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1796. flag=1;
  1797. case CH_TIGERFIST:
  1798. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1799. flag=1;
  1800. case CH_CHAINCRUSH:
  1801. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1802. flag=1;
  1803. break;
  1804. case AC_DOUBLE:
  1805. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1806. pc_checkskill(sd, HT_POWER))
  1807. {
  1808. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1809. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1810. clif_combo_delay(src,2000);
  1811. }
  1812. break;
  1813. case TK_COUNTER:
  1814. { //bonus from SG_FRIEND [Komurka]
  1815. int level;
  1816. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1817. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1818. }
  1819. break;
  1820. case SL_STIN:
  1821. case SL_STUN:
  1822. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1823. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1824. break;
  1825. case GS_FULLBUSTER:
  1826. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1827. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1828. break;
  1829. } //Switch End
  1830. if (flag) { //Possible to chain
  1831. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1832. if (flag < 0) flag = 0;
  1833. flag += 300 * battle_config.combo_delay_rate/100;
  1834. sc_start(src,SC_COMBO,100,skillid,flag);
  1835. clif_combo_delay(src, flag);
  1836. }
  1837. }
  1838. //Display damage.
  1839. switch(skillid){
  1840. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1841. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1842. break;
  1843. //Skills that need be passed as a normal attack for the client to display correctly.
  1844. case HVAN_EXPLOSION:
  1845. case NPC_SELFDESTRUCTION:
  1846. if(src->type==BL_PC)
  1847. dmg.blewcount = 10;
  1848. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1849. case KN_AUTOCOUNTER:
  1850. case NPC_CRITICALSLASH:
  1851. case NPC_WATERATTACK:
  1852. case NPC_GROUNDATTACK:
  1853. case NPC_FIREATTACK:
  1854. case NPC_WINDATTACK:
  1855. case NPC_POISONATTACK:
  1856. case NPC_HOLYATTACK:
  1857. case NPC_DARKNESSATTACK:
  1858. case NPC_TELEKINESISATTACK:
  1859. case NPC_SPLASHATTACK:
  1860. case TF_DOUBLE:
  1861. case GS_CHAINACTION:
  1862. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1863. break;
  1864. default:
  1865. //Disabling skill animation doesn't works on multi-hit.
  1866. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1867. damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
  1868. (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
  1869. break;
  1870. }
  1871. map_freeblock_lock();
  1872. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1873. && pc_checkskill(tsd,RG_PLAGIARISM)
  1874. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1875. && damage < tsd->status.hp)
  1876. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1877. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1878. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1879. {
  1880. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1881. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1882. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1883. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1884. }
  1885. tsd->cloneskill_id = skillid;
  1886. tsd->status.skill[skillid].id = skillid;
  1887. tsd->status.skill[skillid].lv = skilllv;
  1888. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1889. tsd->status.skill[skillid].lv = type;
  1890. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1891. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1892. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1893. clif_skillinfoblock(tsd);
  1894. }
  1895. }
  1896. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1897. struct skill_unit* su = (struct skill_unit*)bl;
  1898. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1899. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1900. }
  1901. if (!dmg.amotion) {
  1902. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1903. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1904. if (!status_isdead(bl))
  1905. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1906. //Counter status effects [Skotlex]
  1907. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1908. }
  1909. }
  1910. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1911. if (dmg.blewcount > 0 && !status_isdead(bl))
  1912. skill_blown(dsrc,bl,dmg.blewcount);
  1913. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1914. if (dmg.amotion)
  1915. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1916. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1917. int rate = 50 + skilllv * 5;
  1918. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1919. if(rand()%100 < rate)
  1920. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1921. }
  1922. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1923. if (battle_config.left_cardfix_to_right)
  1924. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1925. else
  1926. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1927. }
  1928. if (rdamage>0) {
  1929. if (dmg.amotion)
  1930. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1931. else
  1932. status_fix_damage(bl,src,rdamage,0);
  1933. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1934. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1935. if (tsd && src != bl)
  1936. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1937. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1938. }
  1939. if (!(flag&2) &&
  1940. (
  1941. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1942. ) &&
  1943. (sc = status_get_sc(src)) &&
  1944. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1945. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1946. {
  1947. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1948. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1949. }
  1950. map_freeblock_unlock();
  1951. return damage;
  1952. }
  1953. /*==========================================
  1954. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1955. * flagについて?F16?i?を確認
  1956. * MSB <- 00fTffff ->LSB
  1957. * T =タ?ゲット選?用(BCT_*)
  1958. * ffff=自由に使用可能
  1959. * 0 =予約?B0に固定
  1960. *------------------------------------------
  1961. */
  1962. static int skill_area_temp[8];
  1963. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1964. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1965. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1966. int skill_area_sub (struct block_list *bl, va_list ap)
  1967. {
  1968. struct block_list *src;
  1969. int skill_id,skill_lv,flag;
  1970. unsigned int tick;
  1971. SkillFunc func;
  1972. nullpo_retr(0, bl);
  1973. nullpo_retr(0, ap);
  1974. src=va_arg(ap,struct block_list *);
  1975. skill_id=va_arg(ap,int);
  1976. skill_lv=va_arg(ap,int);
  1977. tick=va_arg(ap,unsigned int);
  1978. flag=va_arg(ap,int);
  1979. func=va_arg(ap,SkillFunc);
  1980. if(battle_check_target(src,bl,flag) > 0)
  1981. func(src,bl,skill_id,skill_lv,tick,flag);
  1982. return 0;
  1983. }
  1984. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1985. {
  1986. struct skill_unit *unit;
  1987. int skillid,g_skillid;
  1988. unit = (struct skill_unit *)bl;
  1989. if(bl->prev == NULL || bl->type != BL_SKILL)
  1990. return 0;
  1991. if(!unit->alive)
  1992. return 0;
  1993. skillid = va_arg(ap,int);
  1994. g_skillid = unit->group->skill_id;
  1995. switch (skillid)
  1996. {
  1997. case MG_SAFETYWALL:
  1998. case AL_PNEUMA:
  1999. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2000. return 0;
  2001. break;
  2002. case AL_WARP:
  2003. case HT_SKIDTRAP:
  2004. case HT_LANDMINE:
  2005. case HT_ANKLESNARE:
  2006. case HT_SHOCKWAVE:
  2007. case HT_SANDMAN:
  2008. case HT_FLASHER:
  2009. case HT_FREEZINGTRAP:
  2010. case HT_BLASTMINE:
  2011. case HT_CLAYMORETRAP:
  2012. case HT_TALKIEBOX:
  2013. case HP_BASILICA:
  2014. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2015. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2016. return 0;
  2017. break;
  2018. default: //Avoid stacking with same kind of trap. [Skotlex]
  2019. if (g_skillid != skillid)
  2020. return 0;
  2021. break;
  2022. }
  2023. return 1;
  2024. }
  2025. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2026. {
  2027. //Non players do not check for the skill's splash-trigger area.
  2028. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2029. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2030. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2031. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2032. return 0;
  2033. }
  2034. range += layout_type;
  2035. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2036. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2037. }
  2038. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2039. {
  2040. int skillid;
  2041. if(bl->prev == NULL)
  2042. return 0;
  2043. if(status_isdead(bl))
  2044. return 0;
  2045. skillid = va_arg(ap,int);
  2046. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2047. return 0;
  2048. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2049. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2050. return 1;
  2051. }
  2052. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2053. {
  2054. int range, type;
  2055. switch (skillid) { // to be expanded later
  2056. case WZ_ICEWALL:
  2057. range = 2;
  2058. break;
  2059. default:
  2060. {
  2061. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2062. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2063. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2064. return 0;
  2065. }
  2066. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2067. }
  2068. break;
  2069. }
  2070. // if the caster is a monster/NPC, only check for players
  2071. // otherwise just check characters
  2072. if (bl->type == BL_PC)
  2073. type = BL_CHAR;
  2074. else
  2075. type = BL_PC;
  2076. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2077. x - range, y - range, x + range, y + range,
  2078. type, skillid);
  2079. }
  2080. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2081. {
  2082. struct map_session_data *sd;
  2083. int gid, id, strvit, agidex;
  2084. sd = (struct map_session_data *)bl;
  2085. id = va_arg(ap,int);
  2086. gid = va_arg(ap,int);
  2087. if (sd->status.guild_id != gid)
  2088. return 0;
  2089. if(id == sd->bl.id && battle_config.guild_aura&16)
  2090. return 0;
  2091. strvit = va_arg(ap,int);
  2092. agidex = va_arg(ap,int);
  2093. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2094. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2095. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2096. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2097. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2098. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2099. }
  2100. return 0;
  2101. }
  2102. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2103. return 1;
  2104. }
  2105. /*==========================================
  2106. * [orn]
  2107. * Checks that you have the requirements for casting a skill for homunculus.
  2108. * Flag:
  2109. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2110. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2111. *------------------------------------------
  2112. */
  2113. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2114. {
  2115. struct status_data *status;
  2116. struct status_change *sc;
  2117. TBL_PC * sd;
  2118. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2119. int index[10],itemid[10],amount[10];
  2120. int checkitem_flag = 1, delitem_flag = 1;
  2121. nullpo_retr(0, hd);
  2122. sd = hd->master;
  2123. if (lv <= 0) return 0;
  2124. status = &hd->battle_status;
  2125. sc = &hd->sc;
  2126. if (!sc->count)
  2127. sc = NULL;
  2128. // for the guild skills [celest]
  2129. if (skill >= HM_SKILLBASE) //[orn]
  2130. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2131. else
  2132. j = skill;
  2133. if (j < 0 || j >= MAX_SKILL_DB)
  2134. return 0;
  2135. //Code speedup, rather than using skill_get_* over and over again.
  2136. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2137. return 0;
  2138. for(i = 0; i < 10; i++) {
  2139. itemid[i] = skill_db[j].itemid[i];
  2140. amount[i] = skill_db[j].amount[i];
  2141. }
  2142. hp = skill_db[j].hp[lv-1];
  2143. sp = skill_db[j].sp[lv-1];
  2144. hp_rate = skill_db[j].hp_rate[lv-1];
  2145. sp_rate = skill_db[j].sp_rate[lv-1];
  2146. state = skill_db[j].state;
  2147. mhp = skill_db[j].mhp[lv-1];
  2148. if(mhp > 0)
  2149. hp += (status->max_hp * mhp)/100;
  2150. if(hp_rate > 0)
  2151. hp += (status->hp * hp_rate)/100;
  2152. else
  2153. hp += (status->max_hp * (-hp_rate))/100;
  2154. if(sp_rate > 0)
  2155. sp += (status->sp * sp_rate)/100;
  2156. else
  2157. sp += (status->max_sp * (-sp_rate))/100;
  2158. switch(skill) { // Check for cost reductions due to skills & SCs
  2159. case HFLI_SBR44:
  2160. if(hd->homunculus.intimacy <= 200)
  2161. return 0;
  2162. break;
  2163. case HVAN_EXPLOSION:
  2164. if(hd->homunculus.intimacy < battle_config.hvan_explosion_intimate)
  2165. return 0;
  2166. break;
  2167. }
  2168. if(!(type&2)){
  2169. if( hp>0 && status->hp <= (unsigned int)hp) {
  2170. clif_skill_fail(sd,skill,2,0);
  2171. return 0;
  2172. }
  2173. if( sp>0 && status->sp < (unsigned int)sp) {
  2174. clif_skill_fail(sd,skill,1,0);
  2175. return 0;
  2176. }
  2177. }
  2178. if (!type) //States are only checked on begin casting.
  2179. switch(state) {
  2180. case ST_MOVE_ENABLE:
  2181. if(!unit_can_move(&hd->bl)) {
  2182. clif_skill_fail(sd,skill,0,0);
  2183. return 0;
  2184. }
  2185. break;
  2186. }
  2187. if (checkitem_flag) {
  2188. for(i=0;i<10;i++) {
  2189. index[i] = -1;
  2190. if(itemid[i] <= 0)
  2191. continue;
  2192. index[i] = pc_search_inventory(sd,itemid[i]);
  2193. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2194. {
  2195. clif_skill_fail(sd,skill,0,0);
  2196. return 0;
  2197. }
  2198. }
  2199. }
  2200. if(!(type&1))
  2201. return 1;
  2202. if(delitem_flag) {
  2203. for(i=0;i<10;i++) {
  2204. if(index[i] >= 0)
  2205. pc_delitem(sd,index[i],amount[i],0);
  2206. }
  2207. }
  2208. if(type&2)
  2209. return 1;
  2210. if(sp || hp)
  2211. status_zap(&hd->bl, hp, sp);
  2212. return 1;
  2213. }
  2214. /*=========================================================================
  2215. *
  2216. */
  2217. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2218. {
  2219. if(skill_area_temp[0] < 0xffff)
  2220. skill_area_temp[0]++;
  2221. return 1;
  2222. }
  2223. int skill_count_water (struct block_list *src, int range)
  2224. {
  2225. int i,x,y,cnt = 0,size = range*2+1;
  2226. struct skill_unit *unit;
  2227. for (i=0;i<size*size;i++) {
  2228. x = src->x+(i%size-range);
  2229. y = src->y+(i/size-range);
  2230. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2231. cnt++;
  2232. continue;
  2233. }
  2234. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2235. if (!unit)
  2236. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2237. if (unit) {
  2238. cnt++;
  2239. skill_delunit(unit, 1);
  2240. }
  2241. }
  2242. return cnt;
  2243. }
  2244. /*==========================================
  2245. *
  2246. *------------------------------------------
  2247. */
  2248. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2249. {
  2250. struct block_list *src = map_id2bl(id),*target;
  2251. struct unit_data *ud = unit_bl2ud(src);
  2252. struct skill_timerskill *skl = NULL;
  2253. int range;
  2254. nullpo_retr(0, src);
  2255. nullpo_retr(0, ud);
  2256. skl = ud->skilltimerskill[data];
  2257. nullpo_retr(0, skl);
  2258. ud->skilltimerskill[data] = NULL;
  2259. do {
  2260. if(src->prev == NULL)
  2261. break;
  2262. if(skl->target_id) {
  2263. target = map_id2bl(skl->target_id);
  2264. if(!target && skl->skill_id == RG_INTIMIDATE)
  2265. target = src; //Required since it has to warp.
  2266. if(target == NULL)
  2267. break;
  2268. if(target->prev == NULL)
  2269. break;
  2270. if(src->m != target->m)
  2271. break;
  2272. if(status_isdead(src))
  2273. break;
  2274. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2275. break;
  2276. switch(skl->skill_id) {
  2277. case RG_INTIMIDATE:
  2278. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2279. short x,y;
  2280. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2281. if (target != src && !status_isdead(target))
  2282. unit_warp(target, -1, x, y, 3);
  2283. }
  2284. break;
  2285. case BA_FROSTJOKE:
  2286. case DC_SCREAM:
  2287. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2288. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2289. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2290. break;
  2291. case WZ_WATERBALL:
  2292. if (!status_isdead(target))
  2293. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2294. if (skl->type>1 && !status_isdead(target)) {
  2295. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2296. } else {
  2297. struct status_change *sc = status_get_sc(src);
  2298. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2299. status_change_end(src,SC_MAGICPOWER,-1);
  2300. }
  2301. break;
  2302. default:
  2303. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2304. break;
  2305. }
  2306. }
  2307. else {
  2308. if(src->m != skl->map)
  2309. break;
  2310. switch(skl->skill_id) {
  2311. case WZ_METEOR:
  2312. if(skl->type >= 0) {
  2313. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2314. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2315. }
  2316. else
  2317. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2318. break;
  2319. }
  2320. }
  2321. } while (0);
  2322. //Free skl now that it is no longer needed.
  2323. ers_free(skill_timer_ers, skl);
  2324. return 0;
  2325. }
  2326. /*==========================================
  2327. *
  2328. *------------------------------------------
  2329. */
  2330. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2331. {
  2332. int i;
  2333. struct unit_data *ud;
  2334. nullpo_retr(1, src);
  2335. ud = unit_bl2ud(src);
  2336. nullpo_retr(1, ud);
  2337. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2338. if (i==MAX_SKILLTIMERSKILL) return 1;
  2339. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2340. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2341. ud->skilltimerskill[i]->src_id = src->id;
  2342. ud->skilltimerskill[i]->target_id = target;
  2343. ud->skilltimerskill[i]->skill_id = skill_id;
  2344. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2345. ud->skilltimerskill[i]->map = src->m;
  2346. ud->skilltimerskill[i]->x = x;
  2347. ud->skilltimerskill[i]->y = y;
  2348. ud->skilltimerskill[i]->type = type;
  2349. ud->skilltimerskill[i]->flag = flag;
  2350. return 0;
  2351. }
  2352. /*==========================================
  2353. *
  2354. *------------------------------------------
  2355. */
  2356. int skill_cleartimerskill (struct block_list *src)
  2357. {
  2358. int i;
  2359. struct unit_data *ud;
  2360. nullpo_retr(0, src);
  2361. ud = unit_bl2ud(src);
  2362. nullpo_retr(0, ud);
  2363. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2364. if(ud->skilltimerskill[i]) {
  2365. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2366. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2367. ud->skilltimerskill[i]=NULL;
  2368. }
  2369. }
  2370. return 1;
  2371. }
  2372. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2373. {
  2374. TBL_SKILL *su = (TBL_SKILL*)bl;
  2375. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2376. { //Reveal trap.
  2377. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2378. //clif_changetraplook(bl, su->group->unit_id);
  2379. clif_skill_setunit(su);
  2380. return 1;
  2381. }
  2382. return 0;
  2383. }
  2384. /*==========================================
  2385. *
  2386. *
  2387. *------------------------------------------
  2388. */
  2389. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2390. {
  2391. struct map_session_data *sd = NULL, *tsd = NULL;
  2392. struct status_data *tstatus;
  2393. struct status_change *sc;
  2394. if (skillid > 0 && skilllv <= 0) return 0;
  2395. nullpo_retr(1, src);
  2396. nullpo_retr(1, bl);
  2397. if (src->m != bl->m)
  2398. return 1;
  2399. if (bl->prev == NULL)
  2400. return 1;
  2401. if (src->type == BL_PC)
  2402. sd = (struct map_session_data *)src;
  2403. if (bl->type == BL_PC)
  2404. tsd = (struct map_session_data *)bl;
  2405. if (status_isdead(bl))
  2406. return 1;
  2407. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
  2408. { //GTB makes all targetted magic fail silently.
  2409. if (sd) clif_skill_fail(sd,skillid,0,0);
  2410. return 1;
  2411. }
  2412. sc = status_get_sc(src);
  2413. if (sc && !sc->count)
  2414. sc = NULL; //Unneeded
  2415. tstatus = status_get_status_data(bl);
  2416. map_freeblock_lock();
  2417. switch(skillid)
  2418. {
  2419. case SM_BASH:
  2420. case MC_MAMMONITE:
  2421. case TF_DOUBLE:
  2422. case AC_DOUBLE:
  2423. case AS_SONICBLOW:
  2424. case KN_PIERCE:
  2425. case KN_SPEARBOOMERANG:
  2426. case TF_POISON:
  2427. case TF_SPRINKLESAND:
  2428. case AC_CHARGEARROW:
  2429. case RG_RAID:
  2430. case RG_INTIMIDATE:
  2431. case AM_ACIDTERROR:
  2432. case BA_MUSICALSTRIKE:
  2433. case DC_THROWARROW:
  2434. case BA_DISSONANCE:
  2435. case CR_HOLYCROSS:
  2436. case NPC_DARKCROSS:
  2437. case CR_SHIELDCHARGE:
  2438. case CR_SHIELDBOOMERANG:
  2439. case NPC_PIERCINGATT:
  2440. case NPC_MENTALBREAKER:
  2441. case NPC_RANGEATTACK:
  2442. case NPC_CRITICALSLASH:
  2443. case NPC_COMBOATTACK:
  2444. case NPC_GUIDEDATTACK:
  2445. case NPC_POISON:
  2446. case NPC_BLINDATTACK:
  2447. case NPC_SILENCEATTACK:
  2448. case NPC_STUNATTACK:
  2449. case NPC_PETRIFYATTACK:
  2450. case NPC_CURSEATTACK:
  2451. case NPC_SLEEPATTACK:
  2452. case NPC_RANDOMATTACK:
  2453. case NPC_WATERATTACK:
  2454. case NPC_GROUNDATTACK:
  2455. case NPC_FIREATTACK:
  2456. case NPC_WINDATTACK:
  2457. case NPC_POISONATTACK:
  2458. case NPC_HOLYATTACK:
  2459. case NPC_DARKNESSATTACK:
  2460. case NPC_TELEKINESISATTACK:
  2461. case NPC_UNDEADATTACK:
  2462. case NPC_BREAKARMOR:
  2463. case NPC_BREAKWEAPON:
  2464. case NPC_BREAKHELM:
  2465. case NPC_BREAKSHIELD:
  2466. case LK_AURABLADE:
  2467. case LK_SPIRALPIERCE:
  2468. case LK_HEADCRUSH:
  2469. case LK_JOINTBEAT:
  2470. case CG_ARROWVULCAN:
  2471. case HW_MAGICCRASHER:
  2472. case ITM_TOMAHAWK:
  2473. case MO_TRIPLEATTACK:
  2474. case CH_CHAINCRUSH:
  2475. case CH_TIGERFIST:
  2476. case PA_SHIELDCHAIN: // Shield Chain
  2477. case PA_SACRIFICE:
  2478. case WS_CARTTERMINATION: // Cart Termination
  2479. case AS_VENOMKNIFE:
  2480. case HT_PHANTASMIC:
  2481. case HT_POWER:
  2482. case TK_DOWNKICK:
  2483. case TK_COUNTER:
  2484. case GS_CHAINACTION:
  2485. case GS_TRIPLEACTION:
  2486. case GS_MAGICALBULLET:
  2487. case GS_TRACKING:
  2488. case GS_PIERCINGSHOT:
  2489. case GS_RAPIDSHOWER:
  2490. case GS_DUST:
  2491. case GS_FULLBUSTER:
  2492. case NJ_SYURIKEN:
  2493. case NJ_KUNAI:
  2494. case ASC_BREAKER:
  2495. case HFLI_MOON: //[orn]
  2496. case HFLI_SBR44: //[orn]
  2497. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2498. break;
  2499. case MO_COMBOFINISH:
  2500. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2501. { //Becomes a splash attack when Soul Linked.
  2502. map_foreachinrange(skill_area_sub, bl,
  2503. skill_get_splash(skillid, skilllv),BL_CHAR,
  2504. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2505. skill_castend_damage_id);
  2506. } else
  2507. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2508. break;
  2509. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2511. skill_area_temp[1] = 0;
  2512. map_foreachinrange(skill_attack_area, src,
  2513. skill_get_splash(skillid, skilllv), BL_CHAR,
  2514. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2515. break;
  2516. case KN_CHARGEATK:
  2517. flag = distance_bl(src, bl);
  2518. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2519. if (unit_movepos(src, bl->x, bl->y, 1, 1))
  2520. clif_slide(src,bl->x,bl->y);
  2521. break;
  2522. case TK_JUMPKICK:
  2523. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2524. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2525. clif_slide(src,bl->x,bl->y);
  2526. break;
  2527. case SN_SHARPSHOOTING:
  2528. case NJ_KAMAITACHI:
  2529. //It won't shoot through walls since on castend there has to be a direct
  2530. //line of sight between caster and target.
  2531. skill_area_temp[1] = bl->id;
  2532. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2533. skill_get_splash(skillid, skilllv),BL_CHAR,
  2534. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2535. break;
  2536. case MO_INVESTIGATE:
  2537. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2538. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2539. status_change_end(src,SC_BLADESTOP,-1);
  2540. break;
  2541. case RG_BACKSTAP:
  2542. {
  2543. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2544. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2545. if (sc && sc->data[SC_HIDING].timer != -1)
  2546. status_change_end(src, SC_HIDING, -1);
  2547. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2548. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2549. unit_setdir(bl,dir);
  2550. }
  2551. else if (sd)
  2552. clif_skill_fail(sd,skillid,0,0);
  2553. }
  2554. break;
  2555. case MO_FINGEROFFENSIVE:
  2556. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2557. if (battle_config.finger_offensive_type && sd) {
  2558. int i;
  2559. for (i = 1; i < sd->spiritball_old; i++)
  2560. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2561. }
  2562. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2563. status_change_end(src,SC_BLADESTOP,-1);
  2564. break;
  2565. case MO_CHAINCOMBO:
  2566. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2567. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2568. status_change_end(src,SC_BLADESTOP,-1);
  2569. break;
  2570. case NJ_ISSEN:
  2571. if (sc) {
  2572. if (sc->data[SC_NEN].timer != -1)
  2573. status_change_end(src,SC_NEN,-1);
  2574. if (sc->data[SC_HIDING].timer != -1)
  2575. status_change_end(src,SC_HIDING,-1);
  2576. }
  2577. case MO_EXTREMITYFIST:
  2578. if (sc && skillid == MO_EXTREMITYFIST)
  2579. {
  2580. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2581. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2582. if (sc->data[SC_BLADESTOP].timer != -1)
  2583. status_change_end(src,SC_BLADESTOP,-1);
  2584. }
  2585. //Client expects you to move to target regardless of distance
  2586. {
  2587. struct unit_data *ud = unit_bl2ud(src);
  2588. short dx,dy;
  2589. int i,speed;
  2590. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2591. dx = bl->x - src->x;
  2592. dy = bl->y - src->y;
  2593. if (dx < 0) dx-=i;
  2594. else if (dx > 0) dx+=i;
  2595. if (dy < 0) dy-=i;
  2596. else if (dy > 0) dy+=i;
  2597. if (!dx && !dy) dy++;
  2598. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2599. {
  2600. dx = bl->x;
  2601. dy = bl->y;
  2602. } else {
  2603. dx = src->x + dx;
  2604. dy = src->y + dy;
  2605. }
  2606. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2607. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2608. //Increase can't walk delay to not alter your walk path
  2609. ud->canmove_tick = tick;
  2610. speed = status_get_speed(src);
  2611. for (i = 0; i < ud->walkpath.path_len; i ++)
  2612. {
  2613. if(ud->walkpath.path[i]&1)
  2614. ud->canmove_tick+=7*speed/5;
  2615. else
  2616. ud->canmove_tick+=speed;
  2617. }
  2618. }
  2619. }
  2620. break;
  2621. //Splash attack skills.
  2622. case AS_SPLASHER:
  2623. case AS_GRIMTOOTH:
  2624. case SM_MAGNUM:
  2625. case HT_BLITZBEAT:
  2626. case MC_CARTREVOLUTION:
  2627. case NPC_SPLASHATTACK:
  2628. case AC_SHOWER:
  2629. case MG_NAPALMBEAT:
  2630. case MG_FIREBALL:
  2631. case HW_NAPALMVULCAN:
  2632. case NJ_HUUMA:
  2633. case NJ_BAKUENRYU:
  2634. case ASC_METEORASSAULT:
  2635. case GS_DESPERADO:
  2636. case GS_SPREADATTACK:
  2637. if (flag&1)
  2638. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2639. if (skill_area_temp[1] != bl->id)
  2640. skill_attack(skill_get_type(skillid), src, src, bl,
  2641. skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION);
  2642. break;
  2643. }
  2644. if ( skillid == NJ_BAKUENRYU )
  2645. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2646. skill_area_temp[0] = 0;
  2647. skill_area_temp[1] = bl->id;
  2648. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
  2649. if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2650. map_foreachinrange(skill_area_sub, bl,
  2651. skill_get_splash(skillid, skilllv), BL_CHAR,
  2652. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2653. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2654. skill_area_temp[0] = 2;
  2655. map_foreachinrange(skill_area_sub, bl,
  2656. skill_get_splash(skillid, skilllv), BL_CHAR,
  2657. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2658. skill_castend_damage_id);
  2659. //Splasher Should do 100% damage on targetted character.
  2660. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
  2661. tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
  2662. if (skillid == SM_MAGNUM) {
  2663. //Initiate 10% of your damage becomes fire element.
  2664. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2665. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2666. }
  2667. break;
  2668. case KN_BRANDISHSPEAR:
  2669. //Coded apart for it needs the flag passed to the damage calculation.
  2670. if (skill_area_temp[1] != bl->id)
  2671. skill_attack(skill_get_type(skillid), src, src, bl,
  2672. skillid, skilllv, tick, flag|SD_ANIMATION);
  2673. else
  2674. skill_attack(skill_get_type(skillid), src, src, bl,
  2675. skillid, skilllv, tick, flag);
  2676. break;
  2677. case KN_BOWLINGBASH:
  2678. if(flag&1){
  2679. if(bl->id==skill_area_temp[1])
  2680. break;
  2681. //two hits for 500%
  2682. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2683. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2684. } else {
  2685. int i,c;
  2686. c = skill_get_blewcount(skillid,skilllv);
  2687. for(i=0;i<c;i++){
  2688. if (!skill_blown(src,bl,0x20000|1))
  2689. break; //Can't knockback
  2690. skill_area_temp[0]=0;
  2691. map_foreachinrange(skill_area_sub,bl,
  2692. skill_get_splash(skillid, skilllv),BL_CHAR,
  2693. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2694. skill_area_sub_count);
  2695. if(skill_area_temp[0]>1) break;
  2696. }
  2697. clif_blown(bl); //Update target pos.
  2698. if (i!=c) { //Splash
  2699. skill_area_temp[1]=bl->id;
  2700. map_foreachinrange(skill_area_sub,bl,
  2701. skill_get_splash(skillid, skilllv),BL_CHAR,
  2702. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2703. skill_castend_damage_id);
  2704. }
  2705. //Weirdo dual-hit property, two attacks for 500%
  2706. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2707. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2708. }
  2709. break;
  2710. case KN_SPEARSTAB:
  2711. if(flag&1){
  2712. if (bl->id==skill_area_temp[1])
  2713. break;
  2714. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2715. skill_blown(src,bl,skill_area_temp[2]);
  2716. } else {
  2717. int x=bl->x,y=bl->y,i,dir;
  2718. dir = map_calc_dir(bl,src->x,src->y);
  2719. skill_area_temp[1] = bl->id;
  2720. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2721. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2722. skill_blown(src,bl,skill_area_temp[2]);
  2723. for (i=0;i<4;i++) {
  2724. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2725. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2726. skill_castend_damage_id);
  2727. x += dirx[dir];
  2728. y += diry[dir];
  2729. }
  2730. }
  2731. break;
  2732. case TK_TURNKICK:
  2733. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2734. {
  2735. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2736. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2737. map_foreachinrange(skill_area_sub,bl,
  2738. skill_get_splash(skillid, skilllv),BL_CHAR,
  2739. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2740. skill_castend_nodamage_id);
  2741. }
  2742. break;
  2743. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2744. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2745. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2746. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2747. break;
  2748. case PR_TURNUNDEAD:
  2749. case ALL_RESURRECTION:
  2750. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2751. break;
  2752. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2753. break;
  2754. case MG_SOULSTRIKE:
  2755. case NPC_DARKSTRIKE:
  2756. case MG_COLDBOLT:
  2757. case MG_FIREBOLT:
  2758. case MG_LIGHTNINGBOLT:
  2759. case WZ_EARTHSPIKE:
  2760. case AL_HEAL:
  2761. case AL_HOLYLIGHT:
  2762. case WZ_JUPITEL:
  2763. case NPC_DARKTHUNDER:
  2764. case NPC_MAGICALATTACK:
  2765. case PR_ASPERSIO:
  2766. case MG_FROSTDIVER:
  2767. case WZ_SIGHTBLASTER:
  2768. case WZ_SIGHTRASHER:
  2769. case NJ_KOUENKA:
  2770. case NJ_HYOUSENSOU:
  2771. case NJ_HUUJIN:
  2772. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2773. break;
  2774. case HVAN_CAPRICE: //[blackhole89]
  2775. {
  2776. int ran=rand()%4;
  2777. int sid = 0;
  2778. switch(ran)
  2779. {
  2780. case 0: sid=MG_COLDBOLT; break;
  2781. case 1: sid=MG_FIREBOLT; break;
  2782. case 2: sid=MG_LIGHTNINGBOLT; break;
  2783. case 3: sid=WZ_EARTHSPIKE; break;
  2784. }
  2785. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2786. }
  2787. break;
  2788. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2789. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2790. if (skilllv>1) {
  2791. int range = skilllv/2;
  2792. int cnt;
  2793. if (sd)
  2794. cnt = skill_count_water(src,range);
  2795. else {
  2796. range = 2*range+1;
  2797. cnt = range*range;
  2798. }
  2799. cnt--;
  2800. if (cnt > 0)
  2801. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2802. skillid,skilllv,cnt,flag);
  2803. } else if (sd) //Eat up deluge tiles.
  2804. skill_count_water(src,0);
  2805. break;
  2806. case PR_BENEDICTIO:
  2807. //Should attack undead and demons. [Skotlex]
  2808. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2809. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2810. break;
  2811. case SL_SMA:
  2812. if (sc && sc->data[SC_SMA].timer != -1)
  2813. status_change_end(src,SC_SMA,-1);
  2814. case SL_STIN:
  2815. case SL_STUN:
  2816. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2817. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2818. clif_skill_fail(sd,skillid,0,0);
  2819. break;
  2820. }
  2821. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2822. break;
  2823. case NPC_DARKBREATH:
  2824. clif_emotion(src,7);
  2825. case SN_FALCONASSAULT:
  2826. case PA_PRESSURE:
  2827. case CR_ACIDDEMONSTRATION:
  2828. case TF_THROWSTONE:
  2829. case NPC_SMOKING:
  2830. case GS_FLING:
  2831. case NJ_ZENYNAGE:
  2832. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2833. break;
  2834. case HVAN_EXPLOSION:
  2835. case NPC_SELFDESTRUCTION:
  2836. if (src != bl)
  2837. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2838. break;
  2839. // Celest
  2840. case PF_SOULBURN:
  2841. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2842. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2843. if (skilllv == 5)
  2844. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2845. status_percent_damage(src, bl, 0, 100);
  2846. } else {
  2847. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2848. if (skilllv == 5)
  2849. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2850. status_percent_damage(src, src, 0, 100);
  2851. }
  2852. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2853. break;
  2854. case NPC_BLOODDRAIN:
  2855. case NPC_ENERGYDRAIN:
  2856. {
  2857. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2858. src, src, bl, skillid, skilllv, tick, flag);
  2859. if (heal > 0){
  2860. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2861. status_heal(src, heal, 0, 0);
  2862. }
  2863. }
  2864. break;
  2865. case GS_BULLSEYE:
  2866. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2867. break;
  2868. case NJ_KASUMIKIRI:
  2869. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2870. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2871. break;
  2872. case NJ_KIRIKAGE:
  2873. {
  2874. short x, y;
  2875. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2876. status_change_end(src, SC_HIDING, -1);
  2877. if (unit_movepos(src, x, y, 0, 0))
  2878. clif_slide(src,src->x,src->y);
  2879. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2880. }
  2881. break;
  2882. case 0:
  2883. if(sd) {
  2884. if (flag & 3){
  2885. if (bl->id != skill_area_temp[1])
  2886. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  2887. } else {
  2888. skill_area_temp[1] = bl->id;
  2889. map_foreachinrange(skill_area_sub, bl,
  2890. sd->splash_range, BL_CHAR,
  2891. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2892. skill_castend_damage_id);
  2893. }
  2894. }
  2895. break;
  2896. default:
  2897. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2898. map_freeblock_unlock();
  2899. return 1;
  2900. }
  2901. map_freeblock_unlock();
  2902. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2903. battle_consume_ammo(sd, skillid, skilllv);
  2904. return 0;
  2905. }
  2906. /*==========================================
  2907. *
  2908. *------------------------------------------
  2909. */
  2910. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2911. {
  2912. struct map_session_data *sd = NULL;
  2913. struct homun_data *hd = NULL;
  2914. struct map_session_data *dstsd = NULL;
  2915. struct status_data *sstatus, *tstatus;
  2916. struct status_change *tsc;
  2917. struct mob_data *md = NULL;
  2918. struct mob_data *dstmd = NULL;
  2919. int i,type=-1;
  2920. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2921. nullpo_retr(1, src);
  2922. nullpo_retr(1, bl);
  2923. if (src->m != bl->m)
  2924. return 1;
  2925. if (src->type == BL_PC) {
  2926. sd = (struct map_session_data *)src;
  2927. } else if (src->type == BL_HOM) { //[orn]
  2928. hd = (struct homun_data *)src;
  2929. } else if (src->type == BL_MOB) {
  2930. md = (struct mob_data *)src;
  2931. }
  2932. if (bl->type == BL_PC){
  2933. dstsd = (struct map_session_data *)bl;
  2934. } else if (bl->type == BL_MOB){
  2935. dstmd = (struct mob_data *)bl;
  2936. }
  2937. if(bl->prev == NULL)
  2938. return 1;
  2939. if(status_isdead(src))
  2940. return 1;
  2941. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2942. return 1;
  2943. tstatus = status_get_status_data(bl);
  2944. sstatus = status_get_status_data(src);
  2945. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2946. switch (skillid) {
  2947. case HLIF_HEAL: //[orn]
  2948. if (bl->type != BL_HOM) {
  2949. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2950. break ;
  2951. }
  2952. case AL_HEAL:
  2953. case ALL_RESURRECTION:
  2954. case PR_ASPERSIO:
  2955. //Apparently only player casted skills can be offensive like this.
  2956. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2957. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2958. //Offensive heal does not works on non-enemies. [Skotlex]
  2959. clif_skill_fail(sd,skillid,0,0);
  2960. return 0;
  2961. }
  2962. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2963. }
  2964. break;
  2965. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2966. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2967. default:
  2968. //Skill is actually ground placed.
  2969. if ((src == bl || skillid == PF_SPIDERWEB) && skill_get_unit_id(skillid,0))
  2970. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2971. }
  2972. if (skillid > 0)
  2973. type = SkillStatusChangeTable(skillid);
  2974. tsc = status_get_sc(bl);
  2975. map_freeblock_lock();
  2976. switch(skillid)
  2977. {
  2978. case HLIF_HEAL: //[orn]
  2979. case AL_HEAL:
  2980. {
  2981. int heal = skill_calc_heal(src, skilllv);
  2982. int heal_get_jobexp;
  2983. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2984. heal=0;
  2985. if (sd) {
  2986. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2987. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2988. heal = heal*2;
  2989. }
  2990. if (tsc && tsc->count)
  2991. {
  2992. if (tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS)
  2993. ) { //Bounce back heal
  2994. if (--tsc->data[SC_KAITE].val2 <= 0)
  2995. status_change_end(bl, SC_KAITE, -1);
  2996. if (src == bl)
  2997. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2998. else {
  2999. bl = src;
  3000. dstsd = sd;
  3001. }
  3002. } else
  3003. if (tsc->data[SC_BERSERK].timer != -1)
  3004. heal = 0; //Needed so that it actually displays 0 when healing.
  3005. }
  3006. heal_get_jobexp = status_heal(bl,heal,0,0);
  3007. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3008. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3009. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3010. if (heal_get_jobexp <= 0)
  3011. heal_get_jobexp = 1;
  3012. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3013. }
  3014. }
  3015. break;
  3016. case PR_REDEMPTIO:
  3017. if (sd && !(flag&1)) {
  3018. if (sd->status.party_id == 0) {
  3019. clif_skill_fail(sd,skillid,0,0);
  3020. break;
  3021. }
  3022. skill_area_temp[0] = 0;
  3023. party_foreachsamemap(skill_area_sub,
  3024. sd,skill_get_splash(skillid, skilllv),
  3025. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3026. skill_castend_nodamage_id);
  3027. if (skill_area_temp[0] == 0) {
  3028. clif_skill_fail(sd,skillid,0,0);
  3029. break;
  3030. }
  3031. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3032. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3033. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3034. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3035. clif_updatestatus(sd,SP_BASEEXP);
  3036. clif_updatestatus(sd,SP_JOBEXP);
  3037. }
  3038. status_set_hp(src, 1, 0);
  3039. status_set_sp(src, 0, 0);
  3040. break;
  3041. } else if (status_isdead(bl) && flag&1) { //Revive
  3042. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3043. skilllv = 3; //Resurrection level 3 is used
  3044. } else //Invalid target, skip resurrection.
  3045. break;
  3046. case ALL_RESURRECTION:
  3047. if(sd && map_flag_gvg(bl->m))
  3048. { //No reviving in WoE grounds!
  3049. clif_skill_fail(sd,skillid,0,0);
  3050. break;
  3051. }
  3052. if (!status_isdead(bl))
  3053. break;
  3054. {
  3055. int per = 0, sper = 0;
  3056. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3057. break;
  3058. switch(skilllv){
  3059. case 1: per=10; break;
  3060. case 2: per=30; break;
  3061. case 3: per=50; break;
  3062. case 4: per=80; break;
  3063. }
  3064. if(dstsd && dstsd->special_state.restart_full_recover)
  3065. per = sper = 100;
  3066. if (status_revive(bl, per, sper))
  3067. {
  3068. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3069. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3070. {
  3071. int exp = 0,jexp = 0;
  3072. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3073. if(lv > 0) {
  3074. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3075. if (exp < 1) exp = 1;
  3076. }
  3077. if(jlv > 0) {
  3078. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3079. if (jexp < 1) jexp = 1;
  3080. }
  3081. if(exp > 0 || jexp > 0)
  3082. pc_gainexp (sd, bl, exp, jexp);
  3083. }
  3084. }
  3085. }
  3086. break;
  3087. case AL_DECAGI:
  3088. clif_skill_nodamage (src, bl, skillid, skilllv,
  3089. sc_start(bl, type,
  3090. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3091. skilllv, skill_get_time(skillid,skilllv)));
  3092. break;
  3093. case AL_CRUCIS:
  3094. if (flag & 1) {
  3095. if (battle_check_target (src, bl, BCT_ENEMY))
  3096. sc_start(bl,type,
  3097. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3098. skilllv,60000);
  3099. } else {
  3100. map_foreachinrange(skill_area_sub, src,
  3101. skill_get_splash(skillid, skilllv), BL_CHAR,
  3102. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3103. skill_castend_nodamage_id);
  3104. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3105. }
  3106. break;
  3107. case PR_LEXDIVINA:
  3108. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3109. status_change_end(bl,type, -1);
  3110. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3111. } else
  3112. clif_skill_nodamage (src, bl, skillid, skilllv,
  3113. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3114. break;
  3115. case SA_ABRACADABRA:
  3116. {
  3117. int abra_skillid = 0, abra_skilllv;
  3118. do {
  3119. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3120. if (
  3121. //Unneeded check, use the "per" field to know if the skill is valid.
  3122. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3123. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3124. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3125. rand()%10000 >= skill_abra_db[abra_skillid].per
  3126. )
  3127. abra_skillid = 0; // reset to get a new id
  3128. } while (abra_skillid == 0);
  3129. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3130. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3131. if (sd)
  3132. { //Crash-protection against Abracadabra casting pets
  3133. sd->skillitem = abra_skillid;
  3134. sd->skillitemlv = abra_skilllv;
  3135. sd->state.abra_flag = 1;
  3136. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3137. } else
  3138. { // [Skotlex]
  3139. struct unit_data *ud = unit_bl2ud(src);
  3140. int inf = skill_get_inf(abra_skillid);
  3141. int target_id = 0;
  3142. if (!ud) break;
  3143. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3144. if (src->type == BL_PET)
  3145. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3146. if (!bl) bl = src;
  3147. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3148. } else { //Assume offensive skills
  3149. if (ud->target)
  3150. target_id = ud->target;
  3151. else switch (src->type) {
  3152. case BL_MOB:
  3153. target_id = ((TBL_MOB*)src)->target_id;
  3154. break;
  3155. case BL_PET:
  3156. target_id = ((TBL_PET*)src)->target_id;
  3157. break;
  3158. }
  3159. if (!target_id)
  3160. break;
  3161. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3162. bl = map_id2bl(target_id);
  3163. if (!bl) bl = src;
  3164. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3165. } else
  3166. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3167. }
  3168. }
  3169. }
  3170. break;
  3171. case SA_COMA:
  3172. clif_skill_nodamage(src,bl,skillid,skilllv,
  3173. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3174. break;
  3175. case SA_FULLRECOVERY:
  3176. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3177. if (status_isimmune(bl))
  3178. break;
  3179. status_percent_heal(bl, 100, 100);
  3180. break;
  3181. case SA_SUMMONMONSTER:
  3182. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3183. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3184. break;
  3185. case SA_LEVELUP:
  3186. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3187. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3188. break;
  3189. case SA_INSTANTDEATH:
  3190. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3191. status_set_hp(bl,1,0);
  3192. break;
  3193. case SA_QUESTION:
  3194. case SA_GRAVITY:
  3195. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3196. break;
  3197. case SA_CLASSCHANGE:
  3198. {
  3199. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3200. ,1157,1159,1190,1272,1312,1373,1492};
  3201. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3202. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3203. if(dstmd) mob_class_change(dstmd,class_);
  3204. }
  3205. break;
  3206. case SA_MONOCELL:
  3207. {
  3208. static int poringclass[]={1002};
  3209. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3211. if(dstmd) mob_class_change(dstmd,class_);
  3212. }
  3213. break;
  3214. case SA_DEATH:
  3215. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3216. status_kill(bl);
  3217. break;
  3218. case SA_REVERSEORCISH:
  3219. clif_skill_nodamage(src,bl,skillid,skilllv,
  3220. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3221. break;
  3222. case SA_FORTUNE:
  3223. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3224. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3225. break;
  3226. case SA_TAMINGMONSTER:
  3227. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3228. if (sd && dstmd) {
  3229. for (i = 0; i < MAX_PET_DB; i++) {
  3230. if (dstmd->class_ == pet_db[i].class_) {
  3231. pet_catch_process1 (sd, dstmd->class_);
  3232. break;
  3233. }
  3234. }
  3235. }
  3236. break;
  3237. case AL_INCAGI:
  3238. case AL_BLESSING:
  3239. case PR_SLOWPOISON:
  3240. case PR_IMPOSITIO:
  3241. case PR_LEXAETERNA:
  3242. case PR_SUFFRAGIUM:
  3243. case PR_BENEDICTIO:
  3244. clif_skill_nodamage(src,bl,skillid,skilllv,
  3245. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3246. break;
  3247. case CR_PROVIDENCE:
  3248. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3249. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3250. clif_skill_fail(sd,skillid,0,0);
  3251. map_freeblock_unlock();
  3252. return 1;
  3253. }
  3254. }
  3255. clif_skill_nodamage(src,bl,skillid,skilllv,
  3256. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3257. break;
  3258. case CG_MARIONETTE:
  3259. {
  3260. struct status_change *sc= status_get_sc(src);
  3261. int type2 = SC_MARIONETTE2;
  3262. if(sc && tsc){
  3263. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3264. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3265. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3266. clif_marionette(src, bl);
  3267. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3268. }
  3269. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3270. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3271. status_change_end(src, type, -1);
  3272. status_change_end(bl, type2, -1);
  3273. }
  3274. else {
  3275. if (sd) clif_skill_fail(sd,skillid,0,0);
  3276. map_freeblock_unlock();
  3277. return 1;
  3278. }
  3279. }
  3280. }
  3281. break;
  3282. case RG_CLOSECONFINE:
  3283. clif_skill_nodamage(src,bl,skillid,skilllv,
  3284. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3285. break;
  3286. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3287. case SA_FROSTWEAPON:
  3288. case SA_LIGHTNINGLOADER:
  3289. case SA_SEISMICWEAPON:
  3290. if (dstsd) {
  3291. if(dstsd->status.weapon == W_FIST ||
  3292. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3293. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3294. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3295. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3296. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3297. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3298. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3299. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3300. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3301. ))
  3302. ) {
  3303. if (sd) clif_skill_fail(sd,skillid,0,0);
  3304. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3305. break;
  3306. }
  3307. }
  3308. if (sd) {
  3309. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3310. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3311. clif_skill_fail(sd,skillid,0,0);
  3312. break;
  3313. }
  3314. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3315. }
  3316. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3317. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3318. if (sd)
  3319. clif_skill_fail(sd,skillid,0,0);
  3320. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3321. clif_displaymessage(sd->fd,"You broke target's weapon");
  3322. }
  3323. break;
  3324. case PR_ASPERSIO:
  3325. if (sd && dstmd) {
  3326. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3327. break;
  3328. }
  3329. clif_skill_nodamage(src,bl,skillid,skilllv,
  3330. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3331. break;
  3332. case TK_SEVENWIND:
  3333. switch(skilllv){
  3334. case 1:
  3335. type=SC_EARTHWEAPON;
  3336. break;
  3337. case 2:
  3338. type=SC_WINDWEAPON;
  3339. break;
  3340. case 3:
  3341. type=SC_WATERWEAPON;
  3342. break;
  3343. case 4:
  3344. type=SC_FIREWEAPON;
  3345. break;
  3346. case 5:
  3347. type=SC_GHOSTWEAPON;
  3348. break;
  3349. case 6:
  3350. type=SC_SHADOWWEAPON;
  3351. break;
  3352. case 7:
  3353. type=SC_ASPERSIO;
  3354. break;
  3355. }
  3356. clif_skill_nodamage(src,bl,skillid,skilllv,
  3357. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3358. break;
  3359. case PR_KYRIE:
  3360. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3361. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3362. break;
  3363. //Passive Magnum, should had been casted on yourself.
  3364. case SM_MAGNUM:
  3365. skill_area_temp[1] = 0;
  3366. map_foreachinrange(skill_area_sub, src,
  3367. skill_get_splash(skillid, skilllv),BL_CHAR,
  3368. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3369. skill_castend_damage_id);
  3370. //Initiate 10% of your damage becomes fire element.
  3371. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3372. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3373. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3374. break;
  3375. case LK_BERSERK:
  3376. case KN_AUTOCOUNTER:
  3377. case KN_TWOHANDQUICKEN:
  3378. case KN_ONEHAND:
  3379. case CR_SPEARQUICKEN:
  3380. case CR_REFLECTSHIELD:
  3381. case AS_POISONREACT:
  3382. case MC_LOUD:
  3383. case MG_ENERGYCOAT:
  3384. case MG_SIGHT:
  3385. case AL_RUWACH:
  3386. case MO_EXPLOSIONSPIRITS:
  3387. case MO_STEELBODY:
  3388. case MO_BLADESTOP:
  3389. case LK_AURABLADE:
  3390. case LK_PARRYING:
  3391. case LK_CONCENTRATION:
  3392. case WS_CARTBOOST:
  3393. case SN_SIGHT:
  3394. case WS_MELTDOWN:
  3395. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3396. case ST_REJECTSWORD:
  3397. case HW_MAGICPOWER:
  3398. case PF_MEMORIZE:
  3399. case PA_SACRIFICE:
  3400. case ASC_EDP: // [Celest]
  3401. case NPC_STOP:
  3402. case WZ_SIGHTBLASTER:
  3403. case PF_DOUBLECASTING:
  3404. case SG_SUN_COMFORT:
  3405. case SG_MOON_COMFORT:
  3406. case SG_STAR_COMFORT:
  3407. case NPC_HALLUCINATION:
  3408. case HP_ASSUMPTIO:
  3409. case GS_MADNESSCANCEL:
  3410. case GS_ADJUSTMENT:
  3411. case GS_INCREASING:
  3412. case NJ_KASUMIKIRI:
  3413. case NJ_UTSUSEMI:
  3414. case NJ_NEN:
  3415. clif_skill_nodamage(src,bl,skillid,skilllv,
  3416. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3417. break;
  3418. case HLIF_AVOID:
  3419. if (hd)
  3420. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3421. case HAMI_DEFENCE:
  3422. i = skill_get_time(skillid,skilllv);
  3423. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3424. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3425. break;
  3426. case NJ_BUNSINJYUTSU:
  3427. clif_skill_nodamage(src,bl,skillid,skilllv,
  3428. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3429. if (tsc && tsc->data[SC_NEN].timer != -1)
  3430. status_change_end(bl,SC_NEN,-1);
  3431. break;
  3432. /* Was modified to only affect targetted char. [Skotlex]
  3433. case HP_ASSUMPTIO:
  3434. if (flag&1)
  3435. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3436. else
  3437. {
  3438. map_foreachinrange(skill_area_sub, bl,
  3439. skill_get_splash(skillid, skilllv), BL_PC,
  3440. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3441. skill_castend_nodamage_id);
  3442. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3443. }
  3444. break;
  3445. */
  3446. case SM_ENDURE:
  3447. clif_skill_nodamage(src,bl,skillid,skilllv,
  3448. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3449. if (sd)
  3450. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3451. break;
  3452. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3453. if (sd && dstsd && dstsd->sc.count) {
  3454. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3455. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3456. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3457. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3458. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3459. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3460. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3461. ) {
  3462. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3463. clif_skill_fail(sd,skillid,0,0);
  3464. break;
  3465. }
  3466. }
  3467. clif_skill_nodamage(src,bl,skillid,skilllv,
  3468. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3469. break;
  3470. case LK_TENSIONRELAX:
  3471. clif_skill_nodamage(src,bl,skillid,skilllv,
  3472. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3473. skill_get_time(skillid,skilllv)));
  3474. break;
  3475. case MC_CHANGECART:
  3476. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3477. break;
  3478. case TK_MISSION:
  3479. if (sd) {
  3480. int id;
  3481. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3482. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3483. clif_skill_fail(sd,skillid,0,0);
  3484. break;
  3485. }
  3486. id = mob_get_random_id(0,0, sd->status.base_level);
  3487. if (!id) {
  3488. clif_skill_fail(sd,skillid,0,0);
  3489. break;
  3490. }
  3491. sd->mission_mobid = id;
  3492. sd->mission_count = 0;
  3493. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3494. clif_mission_info(sd, id, 0);
  3495. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3496. }
  3497. break;
  3498. case AC_CONCENTRATION:
  3499. {
  3500. clif_skill_nodamage(src,bl,skillid,skilllv,
  3501. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3502. map_foreachinrange( status_change_timer_sub, src,
  3503. skill_get_splash(skillid, skilllv), BL_CHAR,
  3504. src,status_get_sc(src),type,tick);
  3505. }
  3506. break;
  3507. case SM_PROVOKE:
  3508. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3509. map_freeblock_unlock();
  3510. return 1;
  3511. }
  3512. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3513. clif_skill_nodamage(src,bl,skillid,skilllv,
  3514. (i=sc_start(bl,type,
  3515. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3516. skilllv,skill_get_time(skillid,skilllv))));
  3517. if (!i)
  3518. {
  3519. if (sd)
  3520. clif_skill_fail(sd,skillid,0,0);
  3521. map_freeblock_unlock();
  3522. return 0;
  3523. }
  3524. unit_skillcastcancel(bl, 2);
  3525. if(tsc && tsc->count){
  3526. if(tsc->data[SC_FREEZE].timer!=-1)
  3527. status_change_end(bl,SC_FREEZE,-1);
  3528. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3529. status_change_end(bl,SC_STONE,-1);
  3530. if(tsc->data[SC_SLEEP].timer!=-1)
  3531. status_change_end(bl,SC_SLEEP,-1);
  3532. }
  3533. if(dstmd) {
  3534. dstmd->state.provoke_flag = src->id;
  3535. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3536. }
  3537. break;
  3538. case CR_DEVOTION:
  3539. if(sd && dstsd)
  3540. {
  3541. int lv = sd->status.base_level - dstsd->status.base_level;
  3542. if (lv < 0) lv = -lv;
  3543. if (lv > battle_config.devotion_level_difference ||
  3544. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3545. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3546. clif_skill_fail(sd,skillid,0,0);
  3547. map_freeblock_unlock();
  3548. return 1;
  3549. }
  3550. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3551. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3552. if (i == skilllv)
  3553. {
  3554. clif_skill_fail(sd,skillid,0,0);
  3555. map_freeblock_unlock();
  3556. return 1;
  3557. }
  3558. sd->devotion[i] = bl->id;
  3559. clif_skill_nodamage(src,bl,skillid,skilllv,
  3560. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3561. clif_devotion(sd);
  3562. }
  3563. else
  3564. if (sd)
  3565. clif_skill_fail(sd,skillid,0,0);
  3566. break;
  3567. case MO_CALLSPIRITS:
  3568. if(sd) {
  3569. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3570. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3571. }
  3572. break;
  3573. case CH_SOULCOLLECT:
  3574. if(sd) {
  3575. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3576. for (i = 0; i < 5; i++)
  3577. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3578. }
  3579. break;
  3580. case MO_KITRANSLATION:
  3581. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3582. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3583. }
  3584. break;
  3585. case TK_TURNKICK:
  3586. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3587. if (skill_area_temp[1] != bl->id) {
  3588. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3589. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3590. }
  3591. break;
  3592. case MO_ABSORBSPIRITS:
  3593. i = 0;
  3594. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3595. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3596. i = dstsd->spiritball * 10;
  3597. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3598. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3599. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3600. i = 2 * dstmd->level;
  3601. mob_target(dstmd,src,0);
  3602. }
  3603. if (i) {
  3604. status_heal(src, 0, i, 3);
  3605. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3606. }
  3607. break;
  3608. case AC_MAKINGARROW:
  3609. if(sd) {
  3610. clif_arrow_create_list(sd);
  3611. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3612. }
  3613. break;
  3614. case AM_PHARMACY:
  3615. if(sd) {
  3616. clif_skill_produce_mix_list(sd,22);
  3617. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3618. }
  3619. break;
  3620. case SA_CREATECON:
  3621. if(sd) {
  3622. clif_skill_produce_mix_list(sd,23);
  3623. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3624. }
  3625. break;
  3626. case BS_HAMMERFALL:
  3627. clif_skill_nodamage(src,bl,skillid,skilllv,
  3628. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3629. break;
  3630. case RG_RAID:
  3631. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3632. map_foreachinrange(skill_area_sub, bl,
  3633. skill_get_splash(skillid, skilllv), BL_CHAR,
  3634. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3635. skill_castend_damage_id);
  3636. status_change_end(src, SC_HIDING, -1);
  3637. break;
  3638. case ASC_METEORASSAULT:
  3639. case GS_SPREADATTACK:
  3640. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3641. skill_area_temp[1] = bl->id;
  3642. map_foreachinrange(skill_area_sub, bl,
  3643. skill_get_splash(skillid, skilllv), BL_CHAR,
  3644. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3645. skill_castend_damage_id);
  3646. break;
  3647. case KN_BRANDISHSPEAR:
  3648. {
  3649. int c,n=4;
  3650. int dir = map_calc_dir(src,bl->x,bl->y);
  3651. struct square tc;
  3652. int x=bl->x,y=bl->y;
  3653. skill_brandishspear_first(&tc,dir,x,y);
  3654. skill_brandishspear_dir(&tc,dir,4);
  3655. skill_area_temp[1] = bl->id;
  3656. if(skilllv > 9){
  3657. for(c=1;c<4;c++){
  3658. map_foreachincell(skill_area_sub,
  3659. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3660. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3661. skill_castend_damage_id);
  3662. }
  3663. }
  3664. if(skilllv > 6){
  3665. skill_brandishspear_dir(&tc,dir,-1);
  3666. n--;
  3667. }else{
  3668. skill_brandishspear_dir(&tc,dir,-2);
  3669. n-=2;
  3670. }
  3671. if(skilllv > 3){
  3672. for(c=0;c<5;c++){
  3673. map_foreachincell(skill_area_sub,
  3674. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3675. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3676. skill_castend_damage_id);
  3677. if(skilllv > 6 && n==3 && c==4){
  3678. skill_brandishspear_dir(&tc,dir,-1);
  3679. n--;c=-1;
  3680. }
  3681. }
  3682. }
  3683. for(c=0;c<10;c++){
  3684. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3685. map_foreachincell(skill_area_sub,
  3686. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3687. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3688. skill_castend_damage_id);
  3689. }
  3690. }
  3691. break;
  3692. case WZ_SIGHTRASHER:
  3693. //Passive side of the attack.
  3694. status_change_end(src,SC_SIGHT,-1);
  3695. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3696. map_foreachinrange(skill_area_sub,src,
  3697. skill_get_splash(skillid, skilllv),BL_CHAR,
  3698. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3699. skill_castend_damage_id);
  3700. break;
  3701. case NJ_HYOUSYOURAKU:
  3702. case NJ_RAIGEKISAI:
  3703. case WZ_FROSTNOVA:
  3704. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3705. skill_area_temp[1] = 0;
  3706. map_foreachinrange(skill_attack_area, src,
  3707. skill_get_splash(skillid, skilllv), BL_CHAR,
  3708. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3709. break;
  3710. case HVAN_EXPLOSION: //[orn]
  3711. case NPC_SELFDESTRUCTION:
  3712. //Self Destruction hits everyone in range (allies+enemies)
  3713. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3714. i = ((hd || (md && md->special_state.ai == 2)) && !map_flag_vs(src->m))?
  3715. BCT_ENEMY:BCT_ALL;
  3716. clif_skill_nodamage(src, src, skillid, -1, 1);
  3717. map_foreachinrange(skill_area_sub, bl,
  3718. skill_get_splash(skillid, skilllv), BL_CHAR,
  3719. src, skillid, skilllv, tick, flag|i,
  3720. skill_castend_damage_id);
  3721. status_damage(src, src, sstatus->max_hp,0,0,1);
  3722. break;
  3723. case AL_ANGELUS:
  3724. case PR_MAGNIFICAT:
  3725. case PR_GLORIA:
  3726. case SN_WINDWALK:
  3727. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3728. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3729. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3730. } else if (sd) {
  3731. party_foreachsamemap (skill_area_sub,
  3732. sd,skill_get_splash(skillid, skilllv),
  3733. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3734. skill_castend_nodamage_id);
  3735. }
  3736. break;
  3737. case BS_ADRENALINE:
  3738. case BS_ADRENALINE2:
  3739. case BS_WEAPONPERFECT:
  3740. case BS_OVERTHRUST:
  3741. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3742. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3743. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3744. } else if (sd) {
  3745. party_foreachsamemap(skill_area_sub,
  3746. sd,skill_get_splash(skillid, skilllv),
  3747. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3748. skill_castend_nodamage_id);
  3749. }
  3750. break;
  3751. case BS_MAXIMIZE:
  3752. case NV_TRICKDEAD:
  3753. case CR_DEFENDER:
  3754. case CR_AUTOGUARD:
  3755. case TK_READYSTORM:
  3756. case TK_READYDOWN:
  3757. case TK_READYTURN:
  3758. case TK_READYCOUNTER:
  3759. case TK_DODGE:
  3760. case CR_SHRINK:
  3761. case ST_PRESERVE:
  3762. case SG_FUSION:
  3763. case GS_GATLINGFEVER:
  3764. if (tsc && tsc->data[type].timer != -1)
  3765. i = status_change_end(bl, type, -1);
  3766. else
  3767. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3768. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3769. break;
  3770. case SL_KAITE:
  3771. case SL_KAAHI:
  3772. case SL_KAIZEL:
  3773. case SL_KAUPE:
  3774. if (sd) {
  3775. if (!dstsd || !(
  3776. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3777. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3778. dstsd->char_id == sd->char_id ||
  3779. dstsd->char_id == sd->status.partner_id ||
  3780. dstsd->char_id == sd->status.child
  3781. )) {
  3782. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3783. clif_skill_fail(sd,skillid,0,0);
  3784. break;
  3785. }
  3786. }
  3787. clif_skill_nodamage(src,bl,skillid,skilllv,
  3788. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3789. break;
  3790. case SM_AUTOBERSERK: // Celest
  3791. if (tsc && tsc->data[type].timer != -1)
  3792. i = status_change_end(bl, type, -1);
  3793. else
  3794. i = sc_start(bl,type,100,skilllv,60000);
  3795. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3796. break;
  3797. case TF_HIDING:
  3798. case ST_CHASEWALK:
  3799. if (tsc && tsc->data[type].timer != -1)
  3800. i = status_change_end(bl, type, -1);
  3801. else
  3802. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3803. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3804. break;
  3805. case TK_RUN:
  3806. if (tsc && tsc->data[type].timer != -1)
  3807. clif_skill_nodamage(src,bl,skillid,skilllv,
  3808. status_change_end(bl, type, -1));
  3809. else {
  3810. clif_skill_nodamage(src,bl,skillid,skilllv,
  3811. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3812. // If the client receives a skill-use packet inmediately before
  3813. // a walkok packet, it will discard the walk packet! [Skotlex]
  3814. // So aegis has to resend the walk ok.
  3815. if (sd) clif_walkok(sd);
  3816. }
  3817. break;
  3818. case AS_CLOAKING:
  3819. if(tsc && tsc->data[type].timer!=-1 )
  3820. i = status_change_end(bl, type, -1);
  3821. else
  3822. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3823. clif_skill_nodamage(src,bl,skillid,-1,i);
  3824. if (!i && sd)
  3825. clif_skill_fail(sd,skillid,0,0);
  3826. break;
  3827. case BD_ADAPTATION:
  3828. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3829. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3830. skill_stop_dancing(bl);
  3831. }
  3832. break;
  3833. case BA_FROSTJOKE:
  3834. case DC_SCREAM:
  3835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3836. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3837. if (md) {
  3838. char temp[128];
  3839. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3840. break; //Message won't fit on buffer. [Skotlex]
  3841. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3842. clif_message(&md->bl,temp);
  3843. }
  3844. break;
  3845. case BA_PANGVOICE:
  3846. clif_skill_nodamage(src,bl,skillid,skilllv,
  3847. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3848. break;
  3849. case DC_WINKCHARM:
  3850. if(dstsd){
  3851. clif_skill_nodamage(src,bl,skillid,skilllv,
  3852. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3853. }else if(dstmd)
  3854. {
  3855. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3856. clif_skill_nodamage(src,bl,skillid,skilllv,
  3857. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3858. } else{
  3859. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3860. if(sd) clif_skill_fail(sd,skillid,0,0);
  3861. }
  3862. }
  3863. break;
  3864. case TF_STEAL:
  3865. if(sd) {
  3866. if(pc_steal_item(sd,bl,skilllv))
  3867. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3868. else
  3869. clif_skill_fail(sd,skillid,0x0a,0);
  3870. }
  3871. break;
  3872. case RG_STEALCOIN:
  3873. if(sd) {
  3874. if(pc_steal_coin(sd,bl))
  3875. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3876. else
  3877. clif_skill_fail(sd,skillid,0,0);
  3878. }
  3879. break;
  3880. case MG_STONECURSE:
  3881. {
  3882. if (tstatus->mode&MD_BOSS) {
  3883. if (sd) clif_skill_fail(sd,skillid,0,0);
  3884. break;
  3885. }
  3886. if(status_isimmune(bl) || !tsc)
  3887. break;
  3888. if (dstmd)
  3889. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3890. if (tsc->data[SC_STONE].timer != -1) {
  3891. status_change_end(bl,SC_STONE,-1);
  3892. if (sd) clif_skill_fail(sd,skillid,0,0);
  3893. break;
  3894. }
  3895. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3896. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3897. skill_get_time2(skillid,skilllv)))
  3898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3899. else if(sd) {
  3900. clif_skill_fail(sd,skillid,0,0);
  3901. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3902. if (skilllv > 5) break;
  3903. }
  3904. if (sd) {
  3905. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3906. break; //Do not delete the gemstone.
  3907. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3908. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3909. }
  3910. }
  3911. break;
  3912. case NV_FIRSTAID:
  3913. clif_skill_nodamage(src,bl,skillid,5,1);
  3914. status_heal(bl,5,0,0);
  3915. break;
  3916. case AL_CURE:
  3917. if(status_isimmune(bl)) {
  3918. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3919. break;
  3920. }
  3921. status_change_end(bl, SC_SILENCE , -1 );
  3922. status_change_end(bl, SC_BLIND , -1 );
  3923. status_change_end(bl, SC_CONFUSION, -1 );
  3924. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3925. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3926. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3927. break;
  3928. case TF_DETOXIFY:
  3929. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3930. status_change_end(bl, SC_POISON , -1 );
  3931. status_change_end(bl, SC_DPOISON , -1 );
  3932. break;
  3933. case PR_STRECOVERY:
  3934. if(status_isimmune(bl)) {
  3935. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3936. break;
  3937. }
  3938. status_change_end(bl, SC_FREEZE , -1 );
  3939. status_change_end(bl, SC_STONE , -1 );
  3940. status_change_end(bl, SC_SLEEP , -1 );
  3941. status_change_end(bl, SC_STUN , -1 );
  3942. //Is this equation really right? It looks so... special.
  3943. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3944. {
  3945. status_change_start(bl, SC_BLIND,
  3946. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3947. 1,0,0,0,
  3948. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3949. }
  3950. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3951. if(dstmd)
  3952. mob_unlocktarget(dstmd,tick);
  3953. break;
  3954. case WZ_ESTIMATION:
  3955. if(sd) {
  3956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3957. clif_skill_estimation((struct map_session_data *)src,bl);
  3958. }
  3959. break;
  3960. case BS_REPAIRWEAPON:
  3961. if(sd && dstsd)
  3962. clif_item_repair_list(sd,dstsd);
  3963. break;
  3964. case MC_IDENTIFY:
  3965. if(sd)
  3966. clif_item_identify_list(sd);
  3967. break;
  3968. // Weapon Refining [Celest]
  3969. case WS_WEAPONREFINE:
  3970. if(sd)
  3971. clif_item_refine_list(sd);
  3972. break;
  3973. case MC_VENDING:
  3974. if(sd)
  3975. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3976. if ( pc_can_give_items(pc_isGM(sd)) )
  3977. clif_skill_fail(sd,skillid,0,0);
  3978. else
  3979. clif_openvendingreq(sd,2+skilllv);
  3980. }
  3981. break;
  3982. case AL_TELEPORT:
  3983. if(sd) {
  3984. if (map[bl->m].flag.noteleport) {
  3985. clif_skill_teleportmessage(sd,0);
  3986. break;
  3987. }
  3988. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3989. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3990. break;
  3991. }
  3992. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3993. if(skilllv == 1) {
  3994. // possibility to skip menu [LuzZza]
  3995. if(!battle_config.skip_teleport_lv1_menu &&
  3996. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  3997. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  3998. else
  3999. pc_randomwarp(sd,3);
  4000. } else {
  4001. if (sd->skillitem != AL_TELEPORT)
  4002. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4003. mapindex_id2name(sd->status.save_point.map),"","");
  4004. else //Autocasted Teleport level 2??
  4005. pc_setpos(sd,sd->status.save_point.map,
  4006. sd->status.save_point.x,sd->status.save_point.y,3);
  4007. }
  4008. } else
  4009. unit_warp(bl,-1,-1,-1,3);
  4010. break;
  4011. case AL_HOLYWATER:
  4012. if(sd) {
  4013. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4014. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4015. else
  4016. clif_skill_fail(sd,skillid,0,0);
  4017. }
  4018. break;
  4019. case TF_PICKSTONE:
  4020. if(sd) {
  4021. int eflag;
  4022. struct item item_tmp;
  4023. struct block_list tbl;
  4024. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4025. malloc_set(&item_tmp,0,sizeof(item_tmp));
  4026. malloc_set(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4027. item_tmp.nameid = 7049;
  4028. item_tmp.identify = 1;
  4029. tbl.id = 0;
  4030. clif_takeitem(&sd->bl,&tbl);
  4031. eflag = pc_additem(sd,&item_tmp,1);
  4032. if(eflag) {
  4033. clif_additem(sd,0,0,eflag);
  4034. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4035. }
  4036. }
  4037. break;
  4038. case ASC_CDP:
  4039. if(sd) {
  4040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4041. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4042. }
  4043. break;
  4044. case RG_STRIPWEAPON:
  4045. case RG_STRIPSHIELD:
  4046. case RG_STRIPARMOR:
  4047. case RG_STRIPHELM:
  4048. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4049. case GS_DISARM: // Added disarm. [Reddozen]
  4050. {
  4051. int strip_fix, equip = 0;
  4052. int sclist[4] = {0,0,0,0};
  4053. switch (skillid) {
  4054. case RG_STRIPWEAPON:
  4055. case GS_DISARM:
  4056. equip = EQP_WEAPON;
  4057. break;
  4058. case RG_STRIPSHIELD:
  4059. equip = EQP_SHIELD;
  4060. break;
  4061. case RG_STRIPARMOR:
  4062. equip = EQP_ARMOR;
  4063. break;
  4064. case RG_STRIPHELM:
  4065. equip = EQP_HELM;
  4066. break;
  4067. case ST_FULLSTRIP:
  4068. equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4069. break;
  4070. }
  4071. strip_fix = sstatus->dex - tstatus->dex;
  4072. if(strip_fix < 0)
  4073. strip_fix=0;
  4074. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4075. {
  4076. if (sd)
  4077. clif_skill_fail(sd,skillid,0,0);
  4078. break;
  4079. }
  4080. if (dstsd) {
  4081. for (i=0;i<EQI_MAX;i++) {
  4082. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4083. continue;
  4084. switch (i) {
  4085. case EQI_HAND_L: //Shield / left-hand weapon
  4086. if(dstsd->inventory_data[dstsd->equip_index[i]]->type == IT_ARMOR)
  4087. { //Shield
  4088. if (equip&EQP_SHIELD &&
  4089. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4090. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4091. ){
  4092. sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
  4093. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4094. }
  4095. continue;
  4096. }
  4097. //Continue to weapon
  4098. case EQI_HAND_R:
  4099. if (equip&EQP_WEAPON &&
  4100. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4101. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4102. ) {
  4103. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4104. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4105. }
  4106. break;
  4107. case EQI_ARMOR: //Armor
  4108. if (equip &EQP_ARMOR &&
  4109. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4110. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4111. ) {
  4112. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4113. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4114. }
  4115. break;
  4116. case EQI_HEAD_TOP: //Helm
  4117. if (equip &EQP_HELM &&
  4118. !(dstsd->unstripable_equip &EQP_HELM) &&
  4119. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4120. ) {
  4121. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4122. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4123. }
  4124. break;
  4125. }
  4126. }
  4127. } else if (!(tstatus->mode&MD_BOSS)) {
  4128. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4129. sclist[0] = SC_STRIPWEAPON;
  4130. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4131. sclist[1] = SC_STRIPSHIELD;
  4132. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4133. sclist[2] = SC_STRIPARMOR;
  4134. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4135. sclist[3] = SC_STRIPHELM;
  4136. }
  4137. equip = 0; //Reuse equip to hold how many stats are invoked.
  4138. for (i=0;i<4;i++) {
  4139. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4140. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4141. }
  4142. if (equip)
  4143. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4144. else if (sd) //Nothing stripped.
  4145. clif_skill_fail(sd,skillid,0,0);
  4146. break;
  4147. }
  4148. /* PotionPitcher */
  4149. case AM_BERSERKPITCHER:
  4150. case AM_POTIONPITCHER:
  4151. {
  4152. int i,x,hp = 0,sp = 0,bonus=100;
  4153. if(sd) {
  4154. x = skilllv%11 - 1;
  4155. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4156. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4157. clif_skill_fail(sd,skillid,0,0);
  4158. map_freeblock_unlock();
  4159. return 1;
  4160. }
  4161. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4162. clif_skill_fail(sd,skillid,0,0);
  4163. map_freeblock_unlock();
  4164. return 1;
  4165. }
  4166. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4167. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4168. clif_skill_fail(sd,skillid,0,0);
  4169. map_freeblock_unlock();
  4170. return 1;
  4171. }
  4172. }
  4173. potion_flag = 1;
  4174. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4175. potion_target = bl->id;
  4176. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4177. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4178. potion_flag = potion_target = 0;
  4179. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4180. bonus += sd->status.base_level;
  4181. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4182. hp = tstatus->max_hp * potion_per_hp / 100;
  4183. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4184. if(dstsd) {
  4185. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4186. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4187. }
  4188. }
  4189. else {
  4190. if(potion_hp > 0) {
  4191. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4192. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4193. if(dstsd)
  4194. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4195. }
  4196. if(potion_sp > 0) {
  4197. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4198. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4199. if(dstsd)
  4200. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4201. }
  4202. }
  4203. }
  4204. else {
  4205. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4206. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4207. if(dstsd)
  4208. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4209. }
  4210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4211. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4212. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4213. if(sp > 0)
  4214. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4215. status_heal(bl,hp,sp,0);
  4216. }
  4217. break;
  4218. case AM_CP_WEAPON:
  4219. case AM_CP_SHIELD:
  4220. case AM_CP_ARMOR:
  4221. case AM_CP_HELM:
  4222. {
  4223. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4224. if(tsc && tsc->data[scid].timer != -1)
  4225. status_change_end(bl, scid, -1 );
  4226. clif_skill_nodamage(src,bl,skillid,skilllv,
  4227. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4228. }
  4229. break;
  4230. case AM_TWILIGHT1:
  4231. if (sd) {
  4232. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4233. //Prepare 200 White Potions.
  4234. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4235. clif_skill_fail(sd,skillid,0,0);
  4236. }
  4237. break;
  4238. case AM_TWILIGHT2:
  4239. if (sd) {
  4240. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4241. //Prepare 200 Slim White Potions.
  4242. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4243. clif_skill_fail(sd,skillid,0,0);
  4244. }
  4245. break;
  4246. case AM_TWILIGHT3:
  4247. if (sd) {
  4248. //check if you can produce all three, if not, then fail:
  4249. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4250. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4251. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4252. ) {
  4253. clif_skill_fail(sd,skillid,0,0);
  4254. break;
  4255. }
  4256. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4257. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4258. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4259. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4260. }
  4261. break;
  4262. case SA_DISPELL:
  4263. {
  4264. int i;
  4265. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4266. i = status_get_sc_def_mdef(bl);
  4267. if (i >= 10000 ||
  4268. (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
  4269. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4270. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4271. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4272. {
  4273. if (sd)
  4274. clif_skill_fail(sd,skillid,0,0);
  4275. break;
  4276. }
  4277. if(status_isimmune(bl) || !tsc->count)
  4278. break;
  4279. for(i=0;i<SC_MAX;i++){
  4280. if (tsc->data[i].timer == -1)
  4281. continue;
  4282. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4283. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4284. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4285. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4286. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN
  4287. || i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
  4288. || i==SC_NOCHAT
  4289. )
  4290. continue;
  4291. if(i==SC_BERSERK) tsc->data[i].val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  4292. status_change_end(bl,i,-1);
  4293. }
  4294. }
  4295. break;
  4296. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4297. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4298. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4299. break;
  4300. case TK_HIGHJUMP:
  4301. {
  4302. int x,y, dir = unit_getdir(src);
  4303. //Fails on noteleport maps, except for vs maps [Skotlex]
  4304. if(map[src->m].flag.noteleport && !map_flag_vs(src->m)) {
  4305. x = src->x;
  4306. y = src->y;
  4307. } else {
  4308. x = src->x + dirx[dir]*skilllv*2;
  4309. y = src->y + diry[dir]*skilllv*2;
  4310. }
  4311. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4312. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4313. clif_slide(src,x,y);
  4314. unit_movepos(src, x, y, 1, 0);
  4315. }
  4316. }
  4317. break;
  4318. case SA_CASTCANCEL:
  4319. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4320. unit_skillcastcancel(src,1);
  4321. if(sd) {
  4322. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4323. sp = sp * (90 - (skilllv-1)*20) / 100;
  4324. if(sp < 0) sp = 0;
  4325. status_zap(src, 0, sp);
  4326. }
  4327. break;
  4328. case SA_SPELLBREAKER:
  4329. {
  4330. int sp;
  4331. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4332. sp = skill_get_sp(skillid,skilllv);
  4333. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4334. if(sp < 1) sp = 1;
  4335. status_heal(bl,0,sp,2);
  4336. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4337. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4338. } else {
  4339. struct unit_data *ud = unit_bl2ud(bl);
  4340. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4341. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4342. bl_skillid = ud->skillid;
  4343. bl_skilllv = ud->skilllv;
  4344. if (tstatus->mode & MD_BOSS)
  4345. { //Only 10% success chance against bosses. [Skotlex]
  4346. if (rand()%100 < 90)
  4347. {
  4348. if (sd) clif_skill_fail(sd,skillid,0,0);
  4349. break;
  4350. }
  4351. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4352. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4353. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4354. unit_skillcastcancel(bl,0);
  4355. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4356. status_zap(bl, hp, sp);
  4357. if (hp && skilllv >= 5)
  4358. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4359. else
  4360. hp = 0;
  4361. if (skilllv > 1 && sp) //Recover some of the SP used
  4362. sp = sp*(25*(skilllv-1))/100;
  4363. else
  4364. sp = 0;
  4365. if(hp || sp)
  4366. status_heal(src, hp, sp, 2);
  4367. }
  4368. }
  4369. break;
  4370. case SA_MAGICROD:
  4371. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4372. break;
  4373. case SA_AUTOSPELL:
  4374. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4375. if(sd)
  4376. clif_autospell(sd,skilllv);
  4377. else {
  4378. int maxlv=1,spellid=0;
  4379. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4380. if(skilllv >= 10) {
  4381. spellid = MG_FROSTDIVER;
  4382. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4383. // maxlv = 10;
  4384. // else
  4385. maxlv = skilllv - 9;
  4386. }
  4387. else if(skilllv >=8) {
  4388. spellid = MG_FIREBALL;
  4389. maxlv = skilllv - 7;
  4390. }
  4391. else if(skilllv >=5) {
  4392. spellid = MG_SOULSTRIKE;
  4393. maxlv = skilllv - 4;
  4394. }
  4395. else if(skilllv >=2) {
  4396. int i = rand()%3;
  4397. spellid = spellarray[i];
  4398. maxlv = skilllv - 1;
  4399. }
  4400. else if(skilllv > 0) {
  4401. spellid = MG_NAPALMBEAT;
  4402. maxlv = 3;
  4403. }
  4404. if(spellid > 0)
  4405. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4406. skill_get_time(SA_AUTOSPELL,skilllv));
  4407. }
  4408. break;
  4409. case BS_GREED:
  4410. if(sd){
  4411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4412. map_foreachinrange(skill_greed,bl,
  4413. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4414. }
  4415. break;
  4416. case SA_ELEMENTWATER:
  4417. case SA_ELEMENTFIRE:
  4418. case SA_ELEMENTGROUND:
  4419. case SA_ELEMENTWIND:
  4420. if(sd && !dstmd) //Only works on monsters.
  4421. break;
  4422. if(tstatus->mode&MD_BOSS)
  4423. break;
  4424. case NPC_ATTRICHANGE:
  4425. case NPC_CHANGEWATER:
  4426. case NPC_CHANGEGROUND:
  4427. case NPC_CHANGEFIRE:
  4428. case NPC_CHANGEWIND:
  4429. case NPC_CHANGEPOISON:
  4430. case NPC_CHANGEHOLY:
  4431. case NPC_CHANGEDARKNESS:
  4432. case NPC_CHANGETELEKINESIS:
  4433. case NPC_CHANGEUNDEAD:
  4434. clif_skill_nodamage(src,bl,skillid,skilllv,
  4435. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4436. skill_get_time(skillid, skilllv)));
  4437. break;
  4438. case NPC_PROVOCATION:
  4439. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4440. if(md && md->skillidx >= 0)
  4441. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4442. break;
  4443. case NPC_KEEPING:
  4444. case NPC_BARRIER:
  4445. {
  4446. int skill_time = skill_get_time(skillid,skilllv);
  4447. struct unit_data *ud = unit_bl2ud(bl);
  4448. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4449. sc_start(bl,type,100,skilllv,skill_time))
  4450. && ud) { //Disable attacking/acting/moving for skill's duration.
  4451. ud->attackabletime =
  4452. ud->canact_tick =
  4453. ud->canmove_tick = tick + skill_time;
  4454. }
  4455. }
  4456. break;
  4457. case NPC_REBIRTH:
  4458. //New rebirth System uses Kaizel lv1. [Skotlex]
  4459. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4460. break;
  4461. case NPC_DARKBLESSING:
  4462. clif_skill_nodamage(src,bl,skillid,skilllv,
  4463. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4464. break;
  4465. case NPC_LICK:
  4466. status_zap(bl, 0, 100);
  4467. clif_skill_nodamage(src,bl,skillid,skilllv,
  4468. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4469. break;
  4470. case NPC_SUICIDE:
  4471. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4472. status_kill(src); //When suiciding, neither exp nor drops is given.
  4473. break;
  4474. case NPC_SUMMONSLAVE:
  4475. case NPC_SUMMONMONSTER:
  4476. if(md && md->skillidx >= 0)
  4477. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4478. break;
  4479. case NPC_CALLSLAVE:
  4480. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4481. break;
  4482. case NPC_RANDOMMOVE:
  4483. if (md) {
  4484. md->next_walktime = tick - 1;
  4485. mob_randomwalk(md,tick);
  4486. }
  4487. break;
  4488. case NPC_SPEEDUP:
  4489. {
  4490. // or does it increase casting rate? just a guess xD
  4491. int i = SC_ASPDPOTION0 + skilllv - 1;
  4492. if (i > SC_ASPDPOTION3)
  4493. i = SC_ASPDPOTION3;
  4494. clif_skill_nodamage(src,bl,skillid,skilllv,
  4495. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4496. }
  4497. break;
  4498. case NPC_REVENGE:
  4499. // not really needed... but adding here anyway ^^
  4500. if (md && md->master_id > 0) {
  4501. struct block_list *mbl, *tbl;
  4502. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4503. (tbl = battle_gettargeted(mbl)) == NULL)
  4504. break;
  4505. md->state.provoke_flag = tbl->id;
  4506. mob_target(md, tbl, sstatus->rhw.range);
  4507. }
  4508. break;
  4509. case NPC_RUN:
  4510. {
  4511. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4512. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4513. unit_stop_attack(src);
  4514. //Run skillv tiles overriding the can-move check.
  4515. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4516. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4517. }
  4518. break;
  4519. case NPC_TRANSFORMATION:
  4520. case NPC_METAMORPHOSIS:
  4521. if(md && md->skillidx >= 0) {
  4522. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4523. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4524. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4525. if (class_) mob_class_change(md, class_);
  4526. }
  4527. break;
  4528. case NPC_EMOTION_ON:
  4529. case NPC_EMOTION:
  4530. if(md && md->skillidx >= 0)
  4531. {
  4532. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4533. if(!md->special_state.ai &&
  4534. (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4535. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4536. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4537. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4538. sc_start4(src, type, 100, skilllv,
  4539. md->db->skill[md->skillidx].val[1],
  4540. skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
  4541. skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
  4542. skill_get_time(skillid, skilllv));
  4543. }
  4544. break;
  4545. case NPC_DEFENDER:
  4546. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4547. break;
  4548. case NPC_POWERUP:
  4549. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4550. clif_skill_nodamage(src,bl,skillid,skilllv,
  4551. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4552. break;
  4553. case NPC_AGIUP:
  4554. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4555. clif_skill_nodamage(src,bl,skillid,skilllv,
  4556. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4557. break;
  4558. case NPC_INVISIBLE:
  4559. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4560. clif_skill_nodamage(src,bl,skillid,skilllv,
  4561. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4562. break;
  4563. case NPC_SIEGEMODE:
  4564. // not sure what it does
  4565. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4566. break;
  4567. case WE_MALE:
  4568. {
  4569. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4570. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4571. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4572. }
  4573. break;
  4574. case WE_FEMALE:
  4575. {
  4576. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4577. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4578. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4579. }
  4580. break;
  4581. // parent-baby skills
  4582. case WE_BABY:
  4583. if(sd){
  4584. struct map_session_data *f_sd = pc_get_father(sd);
  4585. struct map_session_data *m_sd = pc_get_mother(sd);
  4586. // if neither was found
  4587. if(!f_sd && !m_sd){
  4588. clif_skill_fail(sd,skillid,0,0);
  4589. map_freeblock_unlock();
  4590. return 0;
  4591. }
  4592. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4593. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4594. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4595. }
  4596. break;
  4597. case PF_HPCONVERSION:
  4598. {
  4599. int hp, sp;
  4600. hp = sstatus->max_hp/10;
  4601. sp = hp * 10 * skilllv / 100;
  4602. if (!status_charge(src,hp,0)) {
  4603. if (sd) clif_skill_fail(sd,skillid,0,0);
  4604. break;
  4605. }
  4606. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4607. status_heal(bl,0,sp,2);
  4608. }
  4609. break;
  4610. case HT_REMOVETRAP:
  4611. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4612. {
  4613. struct skill_unit *su=NULL;
  4614. struct item item_tmp;
  4615. int flag;
  4616. if((bl->type==BL_SKILL) &&
  4617. (su=(struct skill_unit *)bl) &&
  4618. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4619. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4620. {
  4621. if(sd && !su->group->state.into_abyss)
  4622. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4623. if(battle_config.skill_removetrap_type){
  4624. for(i=0;i<10;i++) {
  4625. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4626. malloc_set(&item_tmp,0,sizeof(item_tmp));
  4627. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4628. item_tmp.identify = 1;
  4629. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4630. clif_additem(sd,0,0,flag);
  4631. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4632. }
  4633. }
  4634. }
  4635. }else{
  4636. malloc_set(&item_tmp,0,sizeof(item_tmp));
  4637. item_tmp.nameid = 1065;
  4638. item_tmp.identify = 1;
  4639. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4640. clif_additem(sd,0,0,flag);
  4641. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4642. }
  4643. }
  4644. }
  4645. skill_delunit(su, 1);
  4646. }
  4647. }
  4648. break;
  4649. case HT_SPRINGTRAP:
  4650. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4651. {
  4652. struct skill_unit *su=NULL;
  4653. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4654. switch(su->group->unit_id){
  4655. case UNT_ANKLESNARE: // ankle snare
  4656. if (su->group->val2 != 0)
  4657. // if it is already trapping something don't spring it,
  4658. // remove trap should be used instead
  4659. break;
  4660. // otherwise fallthrough to below
  4661. case UNT_BLASTMINE:
  4662. case UNT_SKIDTRAP:
  4663. case UNT_LANDMINE:
  4664. case UNT_SHOCKWAVE:
  4665. case UNT_SANDMAN:
  4666. case UNT_FLASHER:
  4667. case UNT_FREEZINGTRAP:
  4668. case UNT_CLAYMORETRAP:
  4669. case UNT_TALKIEBOX:
  4670. su->group->unit_id = UNT_USED_TRAPS;
  4671. clif_changetraplook(bl, UNT_USED_TRAPS);
  4672. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4673. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4674. }
  4675. }
  4676. }
  4677. break;
  4678. case BD_ENCORE:
  4679. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4680. if(sd)
  4681. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4682. break;
  4683. case AS_SPLASHER:
  4684. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4685. map_freeblock_unlock();
  4686. return 1;
  4687. }
  4688. clif_skill_nodamage(src,bl,skillid,skilllv,
  4689. sc_start4(bl,type,100,
  4690. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4691. break;
  4692. case PF_MINDBREAKER:
  4693. {
  4694. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4695. {
  4696. map_freeblock_unlock();
  4697. return 1;
  4698. }
  4699. if (tsc && tsc->data[type].timer != -1)
  4700. { //HelloKitty2 (?) explained that this silently fails when target is
  4701. //already inflicted. [Skotlex]
  4702. map_freeblock_unlock();
  4703. return 1;
  4704. }
  4705. //Has a 55% + skilllv*5% success chance.
  4706. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4707. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4708. {
  4709. if (sd) clif_skill_fail(sd,skillid,0,0);
  4710. map_freeblock_unlock();
  4711. return 0;
  4712. }
  4713. unit_skillcastcancel(bl,0);
  4714. if(tsc && tsc->count){
  4715. if(tsc->data[SC_FREEZE].timer!=-1)
  4716. status_change_end(bl,SC_FREEZE,-1);
  4717. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4718. status_change_end(bl,SC_STONE,-1);
  4719. if(tsc->data[SC_SLEEP].timer!=-1)
  4720. status_change_end(bl,SC_SLEEP,-1);
  4721. }
  4722. if(dstmd)
  4723. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4724. }
  4725. break;
  4726. case PF_SOULCHANGE:
  4727. {
  4728. unsigned int sp1 = 0, sp2 = 0;
  4729. if (dstmd) {
  4730. if (dstmd->state.soul_change_flag) {
  4731. if(sd) clif_skill_fail(sd,skillid,0,0);
  4732. break;
  4733. }
  4734. dstmd->state.soul_change_flag = 1;
  4735. sp2 = sstatus->max_sp * 3 /100;
  4736. status_heal(src, 0, sp2, 2);
  4737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4738. break;
  4739. }
  4740. sp1 = sstatus->sp;
  4741. sp2 = tstatus->sp;
  4742. status_set_sp(src, sp2, 3);
  4743. status_set_sp(bl, sp1, 3);
  4744. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4745. }
  4746. break;
  4747. // Slim Pitcher
  4748. case CR_SLIMPITCHER:
  4749. if (potion_hp || potion_sp) {
  4750. int hp = potion_hp, sp = potion_sp;
  4751. hp = hp * (100 + (tstatus->vit<<1))/100;
  4752. sp = sp * (100 + (tstatus->int_<<1))/100;
  4753. if (dstsd) {
  4754. if (hp)
  4755. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4756. if (sp)
  4757. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4758. }
  4759. if(hp > 0)
  4760. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4761. if(sp > 0)
  4762. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4763. status_heal(bl,hp,sp,0);
  4764. }
  4765. break;
  4766. // Full Chemical Protection
  4767. case CR_FULLPROTECTION:
  4768. {
  4769. int i, skilltime;
  4770. skilltime = skill_get_time(skillid,skilllv);
  4771. if (!tsc) {
  4772. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4773. break;
  4774. }
  4775. for (i=0; i<4; i++) {
  4776. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4777. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4778. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4779. }
  4780. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4781. }
  4782. break;
  4783. case RG_CLEANER: //AppleGirl
  4784. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4785. break;
  4786. case CG_LONGINGFREEDOM:
  4787. {
  4788. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4789. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4790. {
  4791. clif_skill_nodamage(src,bl,skillid,skilllv,
  4792. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4793. }
  4794. }
  4795. break;
  4796. case CG_TAROTCARD:
  4797. {
  4798. int eff, count = -1;
  4799. if (rand() % 100 > skilllv * 8) {
  4800. if (sd) clif_skill_fail(sd,skillid,0,0);
  4801. map_freeblock_unlock();
  4802. return 0;
  4803. }
  4804. do {
  4805. eff = rand() % 14;
  4806. clif_specialeffect(bl, 523 + eff, AREA);
  4807. switch (eff)
  4808. {
  4809. case 0: // heals SP to 0
  4810. status_percent_damage(src, bl, 0, 100);
  4811. break;
  4812. case 1: // matk halved
  4813. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4814. break;
  4815. case 2: // all buffs removed
  4816. status_change_clear_buffs(bl,1);
  4817. break;
  4818. case 3: // 1000 damage, random armor destroyed
  4819. {
  4820. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4821. status_fix_damage(src, bl, 1000, 0);
  4822. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4823. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4824. }
  4825. break;
  4826. case 4: // atk halved
  4827. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4828. break;
  4829. case 5: // 2000HP heal, random teleported
  4830. status_heal(src, 2000, 0, 0);
  4831. unit_warp(src, -1,-1,-1, 3);
  4832. break;
  4833. case 6: // random 2 other effects
  4834. if (count == -1)
  4835. count = 3;
  4836. else
  4837. count++; //Should not retrigger this one.
  4838. break;
  4839. case 7: // stop freeze or stoned
  4840. {
  4841. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4842. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4843. }
  4844. break;
  4845. case 8: // curse coma and poison
  4846. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4847. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4848. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4849. break;
  4850. case 9: // confusion
  4851. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4852. break;
  4853. case 10: // 6666 damage, atk matk halved, cursed
  4854. status_fix_damage(src, bl, 6666, 0);
  4855. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4856. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4857. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4858. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4859. break;
  4860. case 11: // 4444 damage
  4861. status_fix_damage(src, bl, 4444, 0);
  4862. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4863. break;
  4864. case 12: // stun
  4865. sc_start(bl,SC_STUN,100,skilllv,5000);
  4866. break;
  4867. case 13: // atk,matk,hit,flee,def reduced
  4868. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4869. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4870. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4871. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4872. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4873. break;
  4874. default:
  4875. break;
  4876. }
  4877. } while ((--count) > 0);
  4878. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4879. }
  4880. break;
  4881. case SL_ALCHEMIST:
  4882. case SL_ASSASIN:
  4883. case SL_BARDDANCER:
  4884. case SL_BLACKSMITH:
  4885. case SL_CRUSADER:
  4886. case SL_HUNTER:
  4887. case SL_KNIGHT:
  4888. case SL_MONK:
  4889. case SL_PRIEST:
  4890. case SL_ROGUE:
  4891. case SL_SAGE:
  4892. case SL_SOULLINKER:
  4893. case SL_STAR:
  4894. case SL_SUPERNOVICE:
  4895. case SL_WIZARD:
  4896. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4897. clif_skill_fail(sd,skillid,0,0);
  4898. break;
  4899. }
  4900. clif_skill_nodamage(src,bl,skillid,skilllv,
  4901. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4902. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4903. break;
  4904. case SL_HIGH:
  4905. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4906. clif_skill_fail(sd,skillid,0,0);
  4907. break;
  4908. }
  4909. clif_skill_nodamage(src,bl,skillid,skilllv,
  4910. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4911. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4912. break;
  4913. case SL_SWOO:
  4914. if (tsc && tsc->data[type].timer != -1) {
  4915. sc_start(src,SC_STUN,100,skilllv,10000);
  4916. break;
  4917. }
  4918. case SL_SKA: // [marquis007]
  4919. case SL_SKE:
  4920. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4921. clif_skill_fail(sd,skillid,0,0);
  4922. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4923. } else
  4924. clif_skill_nodamage(src,bl,skillid,skilllv,
  4925. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4926. if (skillid == SL_SKE)
  4927. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4928. break;
  4929. // New guild skills [Celest]
  4930. case GD_BATTLEORDER:
  4931. if(flag&1) {
  4932. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4933. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4934. } else if (status_get_guild_id(src)) {
  4935. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4936. map_foreachinrange(skill_area_sub, src,
  4937. skill_get_splash(skillid, skilllv), BL_CHAR,
  4938. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4939. skill_castend_nodamage_id);
  4940. if (sd)
  4941. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4942. }
  4943. break;
  4944. case GD_REGENERATION:
  4945. if(flag&1) {
  4946. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4947. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4948. } else if (status_get_guild_id(src)) {
  4949. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4950. map_foreachinrange(skill_area_sub, src,
  4951. skill_get_splash(skillid, skilllv), BL_CHAR,
  4952. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4953. skill_castend_nodamage_id);
  4954. if (sd)
  4955. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4956. }
  4957. break;
  4958. case GD_RESTORE:
  4959. if(flag&1) {
  4960. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4961. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4962. } else if (status_get_guild_id(src)) {
  4963. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4964. map_foreachinrange(skill_area_sub, src,
  4965. skill_get_splash(skillid, skilllv), BL_CHAR,
  4966. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4967. skill_castend_nodamage_id);
  4968. if (sd)
  4969. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4970. }
  4971. break;
  4972. case GD_EMERGENCYCALL:
  4973. {
  4974. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4975. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4976. int j = 0;
  4977. struct guild *g = NULL;
  4978. // i don't know if it actually summons in a circle, but oh well. ;P
  4979. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4980. if (!g)
  4981. break;
  4982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4983. for(i = 0; i < g->max_member; i++, j++) {
  4984. if (j>8) j=0;
  4985. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4986. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4987. continue;
  4988. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4989. dx[j] = dy[j] = 0;
  4990. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  4991. }
  4992. }
  4993. if (sd)
  4994. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4995. }
  4996. break;
  4997. case SG_FEEL:
  4998. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4999. if (sd) {
  5000. if(!sd->feel_map[skilllv-1].index)
  5001. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5002. else
  5003. clif_feel_info(sd, skilllv-1, 1);
  5004. }
  5005. break;
  5006. case SG_HATE:
  5007. if (sd) {
  5008. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5009. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5010. clif_skill_fail(sd,skillid,0,0);
  5011. }
  5012. break;
  5013. case GS_GLITTERING:
  5014. if(sd) {
  5015. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5016. if(rand()%100 < (20+10*skilllv))
  5017. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5018. else if(sd->spiritball > 0)
  5019. pc_delspiritball(sd,1,0);
  5020. }
  5021. break;
  5022. case GS_CRACKER:
  5023. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5024. {
  5025. int rate=10+(skill_get_range2(src,skillid,skilllv)-distance_bl(src,bl))*20;
  5026. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5027. sc_start(bl,SC_STUN,(rate>100)?100:rate,skilllv,skill_get_time2(skillid,skilllv)); //New temp stun rate (by RockmanEXE)
  5028. }
  5029. else if (sd)
  5030. clif_skill_fail(sd,skillid,0,0);
  5031. break;
  5032. case AM_CALLHOMUN: //[orn]
  5033. if (sd && !merc_call_homunculus(sd))
  5034. clif_skill_fail(sd,skillid,0,0);
  5035. break;
  5036. case AM_REST:
  5037. if (sd)
  5038. {
  5039. if (merc_hom_vaporize(sd,1))
  5040. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5041. else
  5042. clif_skill_fail(sd,skillid,0,0);
  5043. }
  5044. break;
  5045. case HAMI_CASTLE: //[orn]
  5046. if(rand()%100 < 20*skilllv && src != bl)
  5047. {
  5048. int x,y;
  5049. x = src->x;
  5050. y = src->y;
  5051. if (hd)
  5052. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5053. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5054. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5055. clif_slide(src,bl->x,bl->y) ;
  5056. if (unit_movepos(bl,x,y,0,0))
  5057. {
  5058. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5059. clif_slide(bl,x,y) ;
  5060. }
  5061. //TODO: Shouldn't also players and the like switch targets?
  5062. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5063. AREA_SIZE, BL_MOB, bl, src);
  5064. }
  5065. }
  5066. // Failed
  5067. else if (hd && hd->master)
  5068. clif_skill_fail(hd->master, skillid, 0, 0);
  5069. else if (sd)
  5070. clif_skill_fail(sd, skillid, 0, 0);
  5071. break;
  5072. case HVAN_CHAOTIC: //[orn]
  5073. {
  5074. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5075. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5076. int rnd = rand()%100;
  5077. if(rnd<per[skilllv-1][0]) //Self
  5078. bl = src;
  5079. else if(rnd<per[skilllv-1][1]) //Master
  5080. bl = battle_get_master(src);
  5081. else //Enemy
  5082. bl = map_id2bl(battle_gettarget(src));
  5083. if (!bl) bl = src;
  5084. i = skill_calc_heal( src, 1+rand()%skilllv);
  5085. //Eh? why double skill packet?
  5086. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5087. clif_skill_nodamage(src,bl,skillid,i,1);
  5088. status_heal(bl, i, 0, 0);
  5089. if (hd)
  5090. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5091. }
  5092. break;
  5093. //Homun single-target support skills [orn]
  5094. case HAMI_BLOODLUST:
  5095. case HFLI_FLEET:
  5096. case HFLI_SPEED:
  5097. case HLIF_CHANGE:
  5098. clif_skill_nodamage(src,bl,skillid,skilllv,
  5099. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5100. if (hd)
  5101. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5102. break;
  5103. default:
  5104. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5105. map_freeblock_unlock();
  5106. return 1;
  5107. }
  5108. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5109. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5110. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5111. battle_consume_ammo(sd, skillid, skilllv);
  5112. map_freeblock_unlock();
  5113. return 0;
  5114. }
  5115. /*==========================================
  5116. *
  5117. *------------------------------------------
  5118. */
  5119. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5120. {
  5121. struct block_list *target, *src = map_id2bl(id);
  5122. struct map_session_data* sd = NULL;
  5123. struct homun_data* hd = NULL; //[orn]
  5124. struct mob_data* md = NULL;
  5125. struct unit_data* ud = unit_bl2ud(src);
  5126. struct status_change *sc = NULL;
  5127. int inf,inf2;
  5128. nullpo_retr(0, ud);
  5129. BL_CAST( BL_PC, src, sd);
  5130. BL_CAST( BL_HOM, src, hd); //[orn]
  5131. BL_CAST( BL_MOB, src, md);
  5132. if( src->prev == NULL ) {
  5133. ud->skilltimer = -1;
  5134. return 0;
  5135. }
  5136. switch (ud->skillid) {
  5137. //These should become skill_castend_pos
  5138. case WE_CALLPARTNER:
  5139. case WE_CALLPARENT:
  5140. case WE_CALLBABY:
  5141. case AM_RESURRECTHOMUN:
  5142. //Find a random spot to place the skill. [Skotlex]
  5143. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5144. ud->skillx = src->x + inf2;
  5145. ud->skilly = src->y + inf2;
  5146. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5147. ud->skillx = src->x;
  5148. ud->skilly = src->y;
  5149. }
  5150. return skill_castend_pos(tid,tick,id,data);
  5151. }
  5152. if(ud->skillid != SA_CASTCANCEL ) {
  5153. if( ud->skilltimer != tid ) {
  5154. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5155. ud->skilltimer = -1;
  5156. return 0;
  5157. }
  5158. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5159. status_freecast_switch(sd);
  5160. ud->skilltimer=-1;
  5161. }
  5162. if (ud->skilltarget == id)
  5163. target = src;
  5164. else
  5165. target = map_id2bl(ud->skilltarget);
  5166. // Use a do so that you can break out of it when the skill fails.
  5167. do {
  5168. if(!target || target->prev==NULL) break;
  5169. if(src->m != target->m || status_isdead(src)) break;
  5170. if(ud->skillid == RG_BACKSTAP) {
  5171. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5172. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5173. break;
  5174. }
  5175. }
  5176. if (ud->skillid == PR_LEXDIVINA)
  5177. {
  5178. sc = status_get_sc(target);
  5179. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5180. (!sc || sc->data[SC_SILENCE].timer == -1))
  5181. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5182. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5183. break;
  5184. }
  5185. } else {
  5186. //Check target validity.
  5187. inf = skill_get_inf(ud->skillid);
  5188. inf2 = skill_get_inf2(ud->skillid);
  5189. if(inf&INF_ATTACK_SKILL ||
  5190. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5191. inf = BCT_ENEMY; //Offensive skill.
  5192. else
  5193. inf = 0;
  5194. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5195. inf |=
  5196. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5197. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0)|
  5198. (inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0);
  5199. if (inf && battle_check_target(src, target, inf) <= 0)
  5200. break;
  5201. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5202. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5203. rand()%100 < 75)
  5204. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5205. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5206. break;
  5207. }
  5208. }
  5209. //Avoid doing double checks for instant-cast skills.
  5210. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5211. break;
  5212. if(md) {
  5213. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5214. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5215. if(md->skillidx >= 0) {
  5216. md->skilldelay[md->skillidx]=tick;
  5217. if (md->db->skill[md->skillidx].emotion >= 0)
  5218. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5219. }
  5220. }
  5221. if(src != target && battle_config.skill_add_range &&
  5222. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5223. {
  5224. if (sd) {
  5225. clif_skill_fail(sd,ud->skillid,0,0);
  5226. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5227. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5228. }
  5229. break;
  5230. }
  5231. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5232. break;
  5233. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5234. break;
  5235. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5236. unit_stop_walking(src,1);
  5237. if (ud->skillid == SA_MAGICROD)
  5238. ud->canact_tick = tick;
  5239. else
  5240. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5241. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5242. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5243. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5244. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5245. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5246. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5247. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5248. else
  5249. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5250. sc = status_get_sc(src);
  5251. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5252. status_change_end(src,SC_MAGICPOWER,-1);
  5253. if (ud->skilltimer == -1) {
  5254. if(md) md->skillidx = -1;
  5255. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5256. ud->skilllv = ud->skilltarget = 0;
  5257. }
  5258. return 1;
  5259. } while(0);
  5260. //Skill failed.
  5261. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5262. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5263. { //When Asura fails... (except when it fails from Fog of Wall)
  5264. //Consume SP/spheres
  5265. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5266. status_set_sp(src, 0, 0);
  5267. sc = &sd->sc;
  5268. if (sc->count)
  5269. { //End states
  5270. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5271. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5272. if (sc->data[SC_BLADESTOP].timer != -1)
  5273. status_change_end(src,SC_BLADESTOP,-1);
  5274. }
  5275. if (target && target->m == src->m)
  5276. { //Move character to target anyway.
  5277. int dx,dy;
  5278. dx = target->x - src->x;
  5279. dy = target->y - src->y;
  5280. if(dx > 0) dx++;
  5281. else if(dx < 0) dx--;
  5282. if (dy > 0) dy++;
  5283. else if(dy < 0) dy--;
  5284. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5285. { //Display movement + animation.
  5286. clif_slide(src,src->x,src->y);
  5287. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5288. }
  5289. clif_skill_fail(sd,ud->skillid,0,0);
  5290. }
  5291. }
  5292. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5293. ud->canact_tick = tick;
  5294. //You can't place a skill failed packet here because it would be
  5295. //sent in ALL cases, even cases where skill_check_condition fails
  5296. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5297. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5298. else
  5299. if(md) md->skillidx = -1;
  5300. return 0;
  5301. }
  5302. /*==========================================
  5303. *
  5304. *------------------------------------------
  5305. */
  5306. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5307. {
  5308. struct block_list* src = map_id2bl(id);
  5309. int maxcount;
  5310. struct map_session_data *sd = NULL;
  5311. struct homun_data *hd = NULL; //[orn]
  5312. struct unit_data *ud = unit_bl2ud(src);
  5313. struct mob_data *md = NULL;
  5314. nullpo_retr(0, ud);
  5315. BL_CAST( BL_PC , src, sd);
  5316. BL_CAST( BL_HOM, src, hd); //[orn]
  5317. BL_CAST( BL_MOB, src, md);
  5318. if( src->prev == NULL ) {
  5319. ud->skilltimer = -1;
  5320. return 0;
  5321. }
  5322. if( ud->skilltimer != tid )
  5323. {
  5324. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5325. ud->skilltimer = -1;
  5326. return 0;
  5327. }
  5328. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5329. status_freecast_switch(sd);
  5330. ud->skilltimer=-1;
  5331. do {
  5332. if(status_isdead(src)) break;
  5333. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5334. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5335. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5336. )
  5337. break;
  5338. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5339. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5340. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5341. )
  5342. break;
  5343. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5344. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5345. ) {
  5346. int i;
  5347. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5348. if(ud->skillunit[i]->skill_id == ud->skillid)
  5349. maxcount--;
  5350. }
  5351. if(!maxcount)
  5352. break;
  5353. }
  5354. if(tid != -1)
  5355. { //Avoid double checks on instant cast skills. [Skotlex]
  5356. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5357. break;
  5358. if(battle_config.skill_add_range &&
  5359. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5360. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5361. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5362. break;
  5363. }
  5364. }
  5365. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5366. break;
  5367. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5368. break;
  5369. if(md) {
  5370. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5371. if(md->skillidx >= 0) {
  5372. md->skilldelay[md->skillidx]=tick;
  5373. if (md->db->skill[md->skillidx].emotion >= 0)
  5374. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5375. }
  5376. }
  5377. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5378. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5379. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5380. unit_stop_walking(src,1);
  5381. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5382. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5383. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5384. if (ud->skilltimer == -1) {
  5385. if (md) md->skillidx = -1;
  5386. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5387. ud->skilllv = ud->skillx = ud->skilly = 0;
  5388. }
  5389. return 1;
  5390. } while(0);
  5391. ud->canact_tick = tick;
  5392. ud->skillid = ud->skilllv = 0;
  5393. if(sd) {
  5394. clif_skill_fail(sd,ud->skillid,0,0);
  5395. sd->skillitem = sd->skillitemlv = -1;
  5396. }
  5397. else if (hd && hd->master)
  5398. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5399. else if(md)
  5400. md->skillidx = -1;
  5401. return 0;
  5402. }
  5403. /*==========================================
  5404. *
  5405. *------------------------------------------
  5406. */
  5407. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5408. {
  5409. struct map_session_data *sd=NULL;
  5410. struct status_change *sc;
  5411. struct skill_unit_group *sg;
  5412. int i,type;
  5413. //if(skilllv <= 0) return 0;
  5414. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5415. nullpo_retr(0, src);
  5416. if(status_isdead(src))
  5417. return 0;
  5418. if(src->type==BL_PC)
  5419. sd=(struct map_session_data *)src;
  5420. sc = status_get_sc(src);
  5421. if (sc && !sc->count)
  5422. sc = NULL; //Unneeded.
  5423. type = SkillStatusChangeTable(skillid);
  5424. switch (skillid) { //Skill effect.
  5425. case WZ_METEOR:
  5426. case MO_BODYRELOCATION:
  5427. case CR_CULTIVATION:
  5428. case HW_GANBANTEIN:
  5429. break; //Effect is displayed on respective switch case.
  5430. default:
  5431. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5432. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5433. else
  5434. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5435. }
  5436. switch(skillid)
  5437. {
  5438. case PR_BENEDICTIO:
  5439. skill_area_temp[1] = src->id;
  5440. i = skill_get_splash(skillid, skilllv);
  5441. map_foreachinarea(skill_area_sub,
  5442. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5443. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5444. skill_castend_nodamage_id);
  5445. map_foreachinarea(skill_area_sub,
  5446. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5447. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5448. skill_castend_damage_id);
  5449. break;
  5450. case BS_HAMMERFALL:
  5451. i = skill_get_splash(skillid, skilllv);
  5452. map_foreachinarea (skill_area_sub,
  5453. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5454. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5455. skill_castend_nodamage_id);
  5456. break;
  5457. case HT_DETECTING:
  5458. i = skill_get_splash(skillid, skilllv);
  5459. map_foreachinarea( status_change_timer_sub,
  5460. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5461. src,status_get_sc(src),SC_SIGHT,tick);
  5462. if(battle_config.traps_setting&1)
  5463. map_foreachinarea( skill_reveal_trap,
  5464. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5465. break;
  5466. case MG_SAFETYWALL:
  5467. case MG_FIREWALL:
  5468. case MG_THUNDERSTORM:
  5469. case AL_PNEUMA:
  5470. case WZ_ICEWALL:
  5471. case WZ_FIREPILLAR:
  5472. case WZ_QUAGMIRE:
  5473. case WZ_VERMILION:
  5474. case WZ_STORMGUST:
  5475. case WZ_HEAVENDRIVE:
  5476. case PR_SANCTUARY:
  5477. case PR_MAGNUS:
  5478. case CR_GRANDCROSS:
  5479. case NPC_GRANDDARKNESS:
  5480. case HT_SKIDTRAP:
  5481. case HT_LANDMINE:
  5482. case HT_ANKLESNARE:
  5483. case HT_SHOCKWAVE:
  5484. case HT_SANDMAN:
  5485. case HT_FLASHER:
  5486. case HT_FREEZINGTRAP:
  5487. case HT_BLASTMINE:
  5488. case HT_CLAYMORETRAP:
  5489. case AS_VENOMDUST:
  5490. case AM_DEMONSTRATION:
  5491. case PF_FOGWALL:
  5492. case PF_SPIDERWEB:
  5493. case HT_TALKIEBOX:
  5494. case WE_CALLPARTNER:
  5495. case WE_CALLPARENT:
  5496. case WE_CALLBABY:
  5497. case AC_SHOWER: //Ground-placed skill implementation.
  5498. case SA_VOLCANO:
  5499. case SA_DELUGE:
  5500. case SA_VIOLENTGALE:
  5501. case SA_LANDPROTECTOR:
  5502. case BD_LULLABY:
  5503. case BD_RICHMANKIM:
  5504. case BD_ETERNALCHAOS:
  5505. case BD_DRUMBATTLEFIELD:
  5506. case BD_RINGNIBELUNGEN:
  5507. case BD_ROKISWEIL:
  5508. case BD_INTOABYSS:
  5509. case BD_SIEGFRIED:
  5510. case BA_DISSONANCE:
  5511. case BA_POEMBRAGI:
  5512. case BA_WHISTLE:
  5513. case BA_ASSASSINCROSS:
  5514. case BA_APPLEIDUN:
  5515. case DC_UGLYDANCE:
  5516. case DC_HUMMING:
  5517. case DC_DONTFORGETME:
  5518. case DC_FORTUNEKISS:
  5519. case DC_SERVICEFORYOU:
  5520. case CG_MOONLIT:
  5521. case GS_DESPERADO:
  5522. case NJ_KAENSIN:
  5523. case NJ_BAKUENRYU:
  5524. case NJ_SUITON:
  5525. case NJ_HYOUSYOURAKU:
  5526. case NJ_RAIGEKISAI:
  5527. case NJ_KAMAITACHI:
  5528. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5529. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5530. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5531. break;
  5532. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5533. skill_clear_unitgroup(src);
  5534. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5535. flag|=1;
  5536. break;
  5537. case HP_BASILICA:
  5538. skill_clear_unitgroup(src);
  5539. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5540. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5541. flag|=1;
  5542. break;
  5543. case CG_HERMODE:
  5544. skill_clear_unitgroup(src);
  5545. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5546. sc_start4(src,SC_DANCING,100,
  5547. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5548. flag|=1;
  5549. break;
  5550. case RG_CLEANER: // [Valaris]
  5551. i = skill_get_splash(skillid, skilllv);
  5552. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5553. break;
  5554. case WZ_METEOR:
  5555. {
  5556. int flag=0, area = skill_get_splash(skillid, skilllv);
  5557. short tmpx, tmpy, x1 = 0, y1 = 0;
  5558. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5559. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5560. for(i=0;i<2+(skilllv>>1);i++) {
  5561. tmpx = x;
  5562. tmpy = y;
  5563. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5564. continue;
  5565. if(!(flag&1)){
  5566. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5567. flag=flag|1;
  5568. }
  5569. if(i > 0)
  5570. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5571. x1 = tmpx;
  5572. y1 = tmpy;
  5573. }
  5574. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5575. }
  5576. break;
  5577. case AL_WARP:
  5578. if(sd) {
  5579. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5580. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5581. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5582. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5583. }
  5584. break;
  5585. case MO_BODYRELOCATION:
  5586. if (unit_movepos(src, x, y, 1, 1)) {
  5587. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5588. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5589. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5590. }
  5591. break;
  5592. case NJ_SHADOWJUMP:
  5593. {
  5594. unit_movepos(src, x, y, 1, 0);
  5595. clif_slide(src,x,y);
  5596. if (sc && sc->data[SC_HIDING].timer != -1)
  5597. status_change_end(src, SC_HIDING, -1);
  5598. }
  5599. break;
  5600. case AM_SPHEREMINE:
  5601. case AM_CANNIBALIZE:
  5602. {
  5603. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5604. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5605. struct mob_data *md;
  5606. // Correct info, don't change any of this! [celest]
  5607. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5608. if (md) {
  5609. md->master_id = src->id;
  5610. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5611. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5612. mob_spawn (md); //Now it is ready for spawning.
  5613. }
  5614. }
  5615. break;
  5616. // Slim Pitcher [Celest]
  5617. case CR_SLIMPITCHER:
  5618. if (sd) {
  5619. int i = skilllv%11 - 1;
  5620. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5621. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5622. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5623. clif_skill_fail(sd,skillid,0,0);
  5624. return 1;
  5625. }
  5626. potion_flag = 1;
  5627. potion_hp = 0;
  5628. potion_sp = 0;
  5629. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5630. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5631. potion_flag = 0;
  5632. //Apply skill bonuses
  5633. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5634. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5635. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5636. potion_hp = potion_hp * (100+i)/100;
  5637. potion_sp = potion_sp * (100+i)/100;
  5638. if(potion_hp > 0 || potion_sp > 0) {
  5639. i = skill_get_splash(skillid, skilllv);
  5640. map_foreachinarea(skill_area_sub,
  5641. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5642. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5643. skill_castend_nodamage_id);
  5644. }
  5645. } else {
  5646. int i = skilllv%11 - 1;
  5647. struct item_data *item = itemdb_search(i);
  5648. i = skill_db[skillid].itemid[i];
  5649. item = itemdb_search(i);
  5650. potion_flag = 1;
  5651. potion_hp = 0;
  5652. potion_sp = 0;
  5653. run_script(item->script,0,src->id,0);
  5654. potion_flag = 0;
  5655. i = skill_get_max(CR_SLIMPITCHER)*10;
  5656. potion_hp = potion_hp * (100+i)/100;
  5657. potion_sp = potion_sp * (100+i)/100;
  5658. if(potion_hp > 0 || potion_sp > 0) {
  5659. i = skill_get_splash(skillid, skilllv);
  5660. map_foreachinarea(skill_area_sub,
  5661. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5662. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5663. skill_castend_nodamage_id);
  5664. }
  5665. }
  5666. break;
  5667. case HW_GANBANTEIN:
  5668. if (rand()%100 < 80) {
  5669. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5670. i = skill_get_splash(skillid, skilllv);
  5671. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5672. } else {
  5673. if (sd) clif_skill_fail(sd,skillid,0,0);
  5674. return 1;
  5675. }
  5676. break;
  5677. case HW_GRAVITATION:
  5678. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5679. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5680. flag|=1;
  5681. break;
  5682. // Plant Cultivation [Celest]
  5683. case CR_CULTIVATION:
  5684. if (sd) {
  5685. int i = skilllv - 1;
  5686. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5687. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5688. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5689. clif_skill_fail(sd,skillid,0,0);
  5690. return 1;
  5691. }
  5692. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5693. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5694. if (rand()%100 < 50)
  5695. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5696. else
  5697. clif_skill_fail(sd,skillid,0,0);
  5698. }
  5699. break;
  5700. case SG_SUN_WARM:
  5701. case SG_MOON_WARM:
  5702. case SG_STAR_WARM:
  5703. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5704. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5705. flag|=1;
  5706. break;
  5707. case PA_GOSPEL:
  5708. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5709. status_change_end(src,SC_GOSPEL,-1);
  5710. else
  5711. {
  5712. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5713. if (!sg) break;
  5714. if (sc && sc->data[type].timer != -1)
  5715. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5716. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5717. }
  5718. break;
  5719. case NJ_TATAMIGAESHI:
  5720. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5721. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5722. break;
  5723. case AM_RESURRECTHOMUN: //[orn]
  5724. if (sd)
  5725. {
  5726. if (map_flag_gvg(src->m) || //No reviving in WoE grounds!
  5727. !merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5728. {
  5729. clif_skill_fail(sd,skillid,0,0);
  5730. break;
  5731. }
  5732. }
  5733. break;
  5734. default:
  5735. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5736. return 1;
  5737. }
  5738. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5739. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5740. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5741. battle_consume_ammo(sd, skillid, skilllv);
  5742. return 0;
  5743. }
  5744. /*==========================================
  5745. *
  5746. *------------------------------------------
  5747. */
  5748. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5749. {
  5750. int x=0,y=0;
  5751. nullpo_retr(0, sd);
  5752. //Simplify skill_failed code.
  5753. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5754. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5755. return 0;
  5756. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5757. skill_failed(sd);
  5758. return 0;
  5759. }
  5760. if(sd->sc.count && (
  5761. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5762. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5763. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5764. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5765. sd->sc.data[SC_DANCING].timer!=-1 ||
  5766. sd->sc.data[SC_BERSERK].timer != -1 ||
  5767. sd->sc.data[SC_MARIONETTE].timer != -1
  5768. ))
  5769. return 0;
  5770. if( skill_num != sd->menuskill_id)
  5771. return 0;
  5772. if (strlen(map) > MAP_NAME_LENGTH-1)
  5773. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5774. if (battle_config.error_log)
  5775. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5776. skill_failed(sd);
  5777. return 0;
  5778. }
  5779. pc_stop_attack(sd);
  5780. pc_stop_walking(sd,0);
  5781. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5782. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5783. if(strcmp(map,"cancel")==0) {
  5784. skill_failed(sd);
  5785. return 0;
  5786. }
  5787. switch(skill_num){
  5788. case AL_TELEPORT:
  5789. if(strcmp(map,"Random")==0)
  5790. pc_randomwarp(sd,3);
  5791. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5792. pc_setpos(sd,sd->status.save_point.map,
  5793. sd->status.save_point.x,sd->status.save_point.y,3);
  5794. break;
  5795. case AL_WARP:
  5796. {
  5797. const struct point *p[4];
  5798. struct skill_unit_group *group;
  5799. int i, lv, wx, wy;
  5800. int maxcount=0;
  5801. unsigned short mapindex;
  5802. mapindex = mapindex_name2id((char*)map);
  5803. if(!mapindex) { //Given map not found?
  5804. clif_skill_fail(sd,skill_num,0,0);
  5805. skill_failed(sd);
  5806. return 0;
  5807. }
  5808. p[0] = &sd->status.save_point;
  5809. p[1] = &sd->status.memo_point[0];
  5810. p[2] = &sd->status.memo_point[1];
  5811. p[3] = &sd->status.memo_point[2];
  5812. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5813. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5814. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5815. maxcount--;
  5816. }
  5817. if(!maxcount) {
  5818. clif_skill_fail(sd,skill_num,0,0);
  5819. skill_failed(sd);
  5820. return 0;
  5821. }
  5822. }
  5823. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5824. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5825. wx = sd->menuskill_lv>>16;
  5826. wy = sd->menuskill_lv&0xffff;
  5827. if(lv <= 0) return 0;
  5828. for(i=0;i<lv;i++){
  5829. if(mapindex == p[i]->map){
  5830. x=p[i]->x;
  5831. y=p[i]->y;
  5832. break;
  5833. }
  5834. }
  5835. if(x==0 || y==0) {
  5836. skill_failed(sd);
  5837. return 0;
  5838. }
  5839. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5840. {
  5841. skill_failed(sd);
  5842. return 0;
  5843. }
  5844. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5845. clif_skill_fail(sd,0,0,0);
  5846. skill_failed(sd);
  5847. return 0;
  5848. }
  5849. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5850. skill_failed(sd);
  5851. return 0;
  5852. }
  5853. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5854. group->val2=(x<<16)|y;
  5855. group->val3 = mapindex;
  5856. }
  5857. break;
  5858. }
  5859. sd->menuskill_id = sd->menuskill_lv = 0;
  5860. return 0;
  5861. #undef skill_failed
  5862. }
  5863. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  5864. {
  5865. struct skill_unit *target = (struct skill_unit*)bl,
  5866. *src = va_arg(ap, struct skill_unit*);
  5867. int flag = va_arg(ap, int);
  5868. if (src == target)
  5869. return 0;
  5870. if (!target->group || !(target->group->state.song_dance&0x1))
  5871. return 0;
  5872. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5873. return 0;
  5874. if (flag) //Set dissonance
  5875. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5876. else //Remove dissonance
  5877. target->val2 &= ~UF_ENSEMBLE;
  5878. clif_skill_setunit(target); //Update look of affected cell.
  5879. return 1;
  5880. }
  5881. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5882. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5883. //When 1, this unit has been positioned, so start the cancel effect.
  5884. int skill_dance_overlap(struct skill_unit *unit, int flag)
  5885. {
  5886. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5887. return 0;
  5888. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5889. return 0; //Nothing to remove, this unit is not overlapped.
  5890. if (unit->val1 != unit->group->skill_id)
  5891. { //Reset state
  5892. unit->val1 = unit->group->skill_id;
  5893. unit->val2 &= ~UF_ENSEMBLE;
  5894. }
  5895. return map_foreachincell(skill_dance_overlap_sub,
  5896. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  5897. }
  5898. /*==========================================
  5899. * Converts this group information so that it is handled
  5900. * as a Dissonance or Ugly Dance cell.
  5901. * Flag: 0 - Convert, 1 - Revert, 2 - Initialize.
  5902. *------------------------------------------
  5903. */
  5904. #define skill_dance_switch(unit, group, flag) ((group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
  5905. static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag)
  5906. {
  5907. static struct skill_unit_group original, dissonance, uglydance, *group2;
  5908. if (flag&2) { //initialize
  5909. memset(&dissonance, 0, sizeof(dissonance));
  5910. memset(&uglydance, 0, sizeof(uglydance));
  5911. group2 = &dissonance;
  5912. group2->skill_id = BA_DISSONANCE;
  5913. group2->unit_id = skill_get_unit_id(group2->skill_id,0);
  5914. group2->target_flag = skill_get_unit_target(group2->skill_id);
  5915. group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
  5916. group2->interval = skill_get_unit_interval(group2->skill_id);
  5917. group2 = &uglydance;
  5918. group2->skill_id = DC_UGLYDANCE;
  5919. group2->unit_id = skill_get_unit_id(group2->skill_id,0);
  5920. group2->target_flag = skill_get_unit_target(group2->skill_id);
  5921. group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
  5922. group2->interval = skill_get_unit_interval(group2->skill_id);
  5923. return 0;
  5924. }
  5925. if (!flag)
  5926. { //Transform
  5927. memcpy(&original, group, sizeof(struct skill_unit_group)); //Backup
  5928. group2 = unit->val2&UF_SONG?&dissonance:&uglydance;
  5929. group->skill_id = group2->skill_id;
  5930. group->unit_id = group2->unit_id;
  5931. group->target_flag = group2->target_flag;
  5932. group->bl_flag= group2->bl_flag;
  5933. group->interval = group2->interval;
  5934. } else { //Restore only relevant values (should the backup be 5 ints rather than the whole structure?)
  5935. group->skill_id = original.skill_id;
  5936. group->unit_id = original.unit_id;
  5937. group->target_flag = original.target_flag;
  5938. group->bl_flag = original.bl_flag;
  5939. group->interval = original.interval;
  5940. }
  5941. return 1;
  5942. }
  5943. /*==========================================
  5944. * Initializes and sets a ground skill.
  5945. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5946. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5947. *------------------------------------------
  5948. */
  5949. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  5950. {
  5951. struct skill_unit_group *group;
  5952. int i,limit,val1=0,val2=0,val3=0;
  5953. int count=0;
  5954. int target,interval,range,unit_flag;
  5955. struct skill_unit_layout *layout;
  5956. struct map_session_data *sd;
  5957. struct status_data *status;
  5958. struct status_change *sc;
  5959. int active_flag=1;
  5960. int subunt=0;
  5961. nullpo_retr(0, src);
  5962. limit = skill_get_time(skillid,skilllv);
  5963. range = skill_get_unit_range(skillid,skilllv);
  5964. interval = skill_get_unit_interval(skillid);
  5965. target = skill_get_unit_target(skillid);
  5966. unit_flag = skill_get_unit_flag(skillid);
  5967. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5968. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  5969. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5970. group= ((TBL_SKILL*)src)->group;
  5971. src = map_id2bl(group->src_id);
  5972. if (!src) return NULL;
  5973. val2=group->val2; //Copy the (x,y) position you warp to
  5974. val3=group->val3; //as well as the mapindex to warp to.
  5975. }
  5976. BL_CAST(BL_PC, src, sd);
  5977. status = status_get_status_data(src);
  5978. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5979. if (sc && !sc->count)
  5980. sc = NULL;
  5981. switch(skillid){
  5982. case MG_SAFETYWALL:
  5983. val2=skilllv+1;
  5984. break;
  5985. case MG_FIREWALL:
  5986. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5987. limit = limit*3/2;
  5988. val2=4+skilllv;
  5989. break;
  5990. case AL_WARP:
  5991. val1=skilllv+6;
  5992. if(!(flag&1))
  5993. limit=2000;
  5994. break;
  5995. case PR_SANCTUARY:
  5996. val1=(skilllv+3)*2;
  5997. val2=(skilllv>6)?777:skilllv*100;
  5998. break;
  5999. case WZ_FIREPILLAR:
  6000. if((flag&1)!=0)
  6001. limit=1000;
  6002. val1=skilllv+2;
  6003. break;
  6004. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6005. case AM_DEMONSTRATION:
  6006. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6007. && (src->type&battle_config.vs_traps_bctall))
  6008. target = BCT_ALL;
  6009. break;
  6010. case NJ_SUITON:
  6011. skill_clear_group(src,1);
  6012. break;
  6013. case HT_SHOCKWAVE:
  6014. val1=skilllv*15+10;
  6015. case HT_SANDMAN:
  6016. case HT_CLAYMORETRAP:
  6017. case HT_SKIDTRAP:
  6018. case HT_LANDMINE:
  6019. case HT_ANKLESNARE:
  6020. case HT_FLASHER:
  6021. case HT_FREEZINGTRAP:
  6022. case HT_BLASTMINE:
  6023. if (map_flag_gvg(src->m))
  6024. limit *= 4; // longer trap times in WOE [celest]
  6025. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6026. && (src->type&battle_config.vs_traps_bctall))
  6027. target = BCT_ALL;
  6028. break;
  6029. case SA_LANDPROTECTOR:
  6030. {
  6031. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6032. val1=skilllv*15+10;
  6033. aoe_diameter=skilllv+skilllv%2+5;
  6034. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6035. }
  6036. //No break because we also have to check if we use gemstones. [Skotlex]
  6037. case SA_VOLCANO:
  6038. case SA_DELUGE:
  6039. case SA_VIOLENTGALE:
  6040. {
  6041. struct skill_unit_group *old_sg;
  6042. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6043. {
  6044. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  6045. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6046. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6047. if (limit < 0) //This can happen...
  6048. limit = skill_get_time(skillid,skilllv);
  6049. }
  6050. skill_clear_group(src,1);
  6051. }
  6052. break;
  6053. }
  6054. case BA_DISSONANCE:
  6055. case DC_UGLYDANCE:
  6056. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6057. break;
  6058. case BA_WHISTLE:
  6059. val1 = skilllv +status->agi/10; // Flee increase
  6060. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6061. if(sd){
  6062. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6063. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6064. }
  6065. break;
  6066. case DC_HUMMING:
  6067. val1 = 2*skilllv+status->dex/10; // Hit increase
  6068. if(sd)
  6069. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6070. break;
  6071. case BA_POEMBRAGI:
  6072. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6073. //For some reason at level 10 the base delay reduction is 50%.
  6074. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6075. if(sd){
  6076. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6077. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6078. }
  6079. break;
  6080. case DC_DONTFORGETME:
  6081. val1 = 30*skilllv+status->dex; // ASPD decrease
  6082. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6083. if(sd){
  6084. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6085. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6086. }
  6087. if (val2 < 1) val2 = 1;
  6088. break;
  6089. case BA_APPLEIDUN:
  6090. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6091. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6092. if(sd){
  6093. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6094. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6095. }
  6096. break;
  6097. case DC_SERVICEFORYOU:
  6098. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6099. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6100. if(sd){
  6101. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6102. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6103. }
  6104. break;
  6105. case BA_ASSASSINCROSS:
  6106. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6107. if(sd)
  6108. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6109. break;
  6110. case DC_FORTUNEKISS:
  6111. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6112. if(sd)
  6113. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6114. val1*=10; //Because every 10 crit is an actual cri point.
  6115. break;
  6116. case BD_DRUMBATTLEFIELD:
  6117. val1 = (skilllv+1)*25; //Watk increase
  6118. val2 = (skilllv+1)*2; //Def increase
  6119. break;
  6120. case BD_RINGNIBELUNGEN:
  6121. val1 = (skilllv+2)*25; //Watk increase
  6122. break;
  6123. case BD_RICHMANKIM:
  6124. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6125. break;
  6126. case BD_SIEGFRIED:
  6127. val1 = 55 + skilllv*5; //Elemental Resistance
  6128. val2 = skilllv*10; //Status ailment resistance
  6129. break;
  6130. case PF_FOGWALL:
  6131. if(sc && (
  6132. sc->data[SC_DELUGE].timer!=-1 || sc->data[SC_SUITON].timer != -1
  6133. )) limit *= 2;
  6134. break;
  6135. case RG_GRAFFITI: /* Graffiti */
  6136. count=1; // Leave this at 1 [Valaris]
  6137. break;
  6138. case WE_CALLPARTNER:
  6139. if (sd) val1 = sd->status.partner_id;
  6140. break;
  6141. case WE_CALLPARENT:
  6142. if (sd) {
  6143. val1 = sd->status.father;
  6144. val2 = sd->status.mother;
  6145. }
  6146. break;
  6147. case WE_CALLBABY:
  6148. if (sd) val1 = sd->status.child;
  6149. break;
  6150. case NJ_KAENSIN:
  6151. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6152. val2 = (skilllv+1)/2 + 4;
  6153. break;
  6154. case GS_GROUNDDRIFT:
  6155. {
  6156. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6157. if (sd)
  6158. val1=sd->arrow_ele;
  6159. else
  6160. val1=element[rand()%5];
  6161. switch (val1)
  6162. {
  6163. case ELE_FIRE:
  6164. subunt++;
  6165. case ELE_WATER:
  6166. subunt++;
  6167. case ELE_POISON:
  6168. subunt++;
  6169. case ELE_DARK:
  6170. subunt++;
  6171. case ELE_WIND:
  6172. break;
  6173. default:
  6174. subunt=rand()%5;
  6175. break;
  6176. }
  6177. break;
  6178. }
  6179. }
  6180. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6181. skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6182. group->val1=val1;
  6183. group->val2=val2;
  6184. group->val3=val3;
  6185. group->target_flag=target;
  6186. group->bl_flag= skill_get_unit_bl_target(skillid);
  6187. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6188. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6189. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  6190. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  6191. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6192. if (DIFF_TICK(group->tick, gettick()) > 100)
  6193. active_flag = 0;
  6194. if(skillid==HT_TALKIEBOX ||
  6195. skillid==RG_GRAFFITI){
  6196. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  6197. if(group->valstr==NULL){
  6198. ShowFatalError("skill_castend_map: out of memory !\n");
  6199. exit(1);
  6200. }
  6201. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6202. group->valstr[MESSAGE_SIZE-1] = '\0';
  6203. }
  6204. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6205. val1=skilllv;
  6206. val2=0;
  6207. limit=group->limit;
  6208. count=group->unit_count;
  6209. for(i=0;i<count;i++){
  6210. struct skill_unit *unit;
  6211. int ux,uy,alive=1;
  6212. ux = x + layout->dx[i];
  6213. uy = y + layout->dy[i];
  6214. switch (skillid) {
  6215. case MG_FIREWALL:
  6216. case NJ_KAENSIN:
  6217. val2=group->val2;
  6218. break;
  6219. case WZ_ICEWALL:
  6220. if(skilllv <= 1)
  6221. val1 = 500;
  6222. else
  6223. val1 = 200 + 200*skilllv;
  6224. break;
  6225. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6226. ux+=(i%5-2);
  6227. uy+=(i/5-2);
  6228. break;
  6229. case UNT_DESPERADO:
  6230. val1 = abs(layout->dx[i]);
  6231. val2 = abs(layout->dy[i]);
  6232. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6233. if (val2 > val1) val1 = val2;
  6234. if (val1) val1--;
  6235. val1 = 36 -12*val1;
  6236. } else //Diagonal edges
  6237. val1 = 28 -4*val1 -4*val2;
  6238. if (val1 < 1) val1 = 1;
  6239. val2 = 0;
  6240. break;
  6241. default:
  6242. if (group->state.song_dance&0x1)
  6243. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6244. break;
  6245. }
  6246. if(range<=0)
  6247. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6248. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6249. alive = 0;
  6250. if (alive && battle_config.skill_wall_check) {
  6251. //Check if there's a path between cell and center of casting.
  6252. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6253. alive = 0;
  6254. }
  6255. if(alive && skillid == WZ_ICEWALL) {
  6256. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6257. alive=0;
  6258. else {
  6259. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6260. if(val2==5 || val2==1)
  6261. alive=0;
  6262. else
  6263. clif_changemapcell(src->m,ux,uy,5,0);
  6264. }
  6265. }
  6266. if(alive){
  6267. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6268. unit->limit=limit;
  6269. unit->range=range;
  6270. if (range==0 && active_flag)
  6271. map_foreachincell(skill_unit_effect,unit->bl.m,
  6272. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6273. }
  6274. }
  6275. if (!group->alive_count)
  6276. { //No cells? Something that was blocked completely by Land Protector?
  6277. skill_delunitgroup(src, group, 0);
  6278. return NULL;
  6279. }
  6280. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6281. group->val1 = group->alive_count;
  6282. return group;
  6283. }
  6284. /*==========================================
  6285. *
  6286. *------------------------------------------
  6287. */
  6288. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6289. {
  6290. struct skill_unit_group *sg;
  6291. struct block_list *ss;
  6292. struct status_change *sc;
  6293. int type,skillid;
  6294. nullpo_retr(0, src);
  6295. nullpo_retr(0, bl);
  6296. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6297. return 0;
  6298. nullpo_retr(0, sg=src->group);
  6299. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6300. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6301. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6302. return 0; //AoE skills are ineffective. [Skotlex]
  6303. sc = status_get_sc(bl);
  6304. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6305. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6306. type = SkillStatusChangeTable(sg->skill_id);
  6307. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6308. switch (sg->unit_id) {
  6309. case UNT_SAFETYWALL:
  6310. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6311. if (sc && sc->data[type].timer == -1)
  6312. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6313. break;
  6314. case UNT_WARP_WAITING:
  6315. if(bl->type==BL_PC){
  6316. struct map_session_data *sd = (struct map_session_data *)bl;
  6317. if((!sd->chatID || battle_config.chat_warpportal)
  6318. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6319. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6320. if (--sg->val1<=0)
  6321. skill_delunitgroup(NULL, sg, 0);
  6322. }
  6323. }
  6324. } else
  6325. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6326. {
  6327. int m = map_mapindex2mapid(sg->val3);
  6328. if (m < 0) break; //Map not available on this map-server.
  6329. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6330. }
  6331. break;
  6332. case UNT_QUAGMIRE:
  6333. if(sc && sc->data[type].timer==-1)
  6334. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6335. break;
  6336. case UNT_VOLCANO:
  6337. case UNT_DELUGE:
  6338. case UNT_VIOLENTGALE:
  6339. if(sc && sc->data[type].timer==-1)
  6340. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6341. break;
  6342. case UNT_SUITON:
  6343. if(sc && sc->data[type].timer==-1)
  6344. sc_start4(bl,type,100,sg->skill_lv,
  6345. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6346. 0,0,sg->limit);
  6347. break;
  6348. case UNT_RICHMANKIM:
  6349. case UNT_ETERNALCHAOS:
  6350. case UNT_DRUMBATTLEFIELD:
  6351. case UNT_RINGNIBELUNGEN:
  6352. case UNT_ROKISWEIL:
  6353. case UNT_INTOABYSS:
  6354. case UNT_SIEGFRIED:
  6355. case UNT_HERMODE:
  6356. //Needed to check when a dancer/bard leaves their ensemble area.
  6357. if (sg->src_id==bl->id &&
  6358. !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6359. return skillid;
  6360. if (sc && sc->data[type].timer==-1)
  6361. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6362. break;
  6363. case UNT_WHISTLE:
  6364. case UNT_ASSASSINCROSS:
  6365. case UNT_POEMBRAGI:
  6366. case UNT_APPLEIDUN:
  6367. case UNT_HUMMING:
  6368. case UNT_DONTFORGETME:
  6369. case UNT_FORTUNEKISS:
  6370. case UNT_SERVICEFORYOU:
  6371. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6372. return 0;
  6373. if (!sc) return 0;
  6374. if (sc->data[type].timer==-1)
  6375. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6376. else if (sc->data[type].val4 == 1) {
  6377. //Readjust timers since the effect will not last long.
  6378. sc->data[type].val4 = 0;
  6379. delete_timer(sc->data[type].timer, status_change_timer);
  6380. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6381. }
  6382. break;
  6383. case UNT_FOGWALL:
  6384. if (sc && sc->data[type].timer==-1)
  6385. {
  6386. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6387. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6388. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6389. }
  6390. break;
  6391. case UNT_GRAVITATION:
  6392. if (sc && sc->data[type].timer==-1)
  6393. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6394. break;
  6395. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6396. src->val1 = 0;
  6397. if(src->limit + sg->tick > tick + 700)
  6398. src->limit = DIFF_TICK(tick+700,sg->tick);
  6399. break;
  6400. case UNT_MOONLIT:
  6401. //Knockback out of area if affected char isn't in Moonlit effect
  6402. if (!sc || sc->data[SC_DANCING].timer==-1 || (sc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT)
  6403. skill_blown(ss, bl, skill_get_blewcount(sg->skill_id,sg->skill_lv));
  6404. break;
  6405. }
  6406. return skillid;
  6407. }
  6408. /*==========================================
  6409. *
  6410. *------------------------------------------
  6411. */
  6412. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6413. {
  6414. struct skill_unit_group *sg;
  6415. struct block_list *ss;
  6416. struct map_session_data *sd;
  6417. struct status_data *tstatus, *sstatus;
  6418. struct status_change *tsc, *sc;
  6419. struct skill_unit_group_tickset *ts;
  6420. int matk_min = 0, matk_max = 0; //For Magic power...
  6421. int type, skillid;
  6422. int diff=0;
  6423. nullpo_retr(0, src);
  6424. nullpo_retr(0, bl);
  6425. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6426. return 0;
  6427. nullpo_retr(0, sg=src->group);
  6428. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6429. BL_CAST(BL_PC, ss, sd);
  6430. tsc = status_get_sc(bl);
  6431. tstatus = status_get_status_data(bl);
  6432. if (sg->state.magic_power) //For magic power.
  6433. {
  6434. sc = status_get_sc(ss);
  6435. sstatus = status_get_status_data(ss);
  6436. } else {
  6437. sc = NULL;
  6438. sstatus = NULL;
  6439. }
  6440. type = SkillStatusChangeTable(sg->skill_id);
  6441. skillid = sg->skill_id;
  6442. if (sg->interval == -1) {
  6443. switch (sg->unit_id) {
  6444. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6445. case UNT_SPIDERWEB:
  6446. case UNT_FIREPILLAR_ACTIVE:
  6447. return 0;
  6448. default:
  6449. if (battle_config.error_log)
  6450. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6451. return 0;
  6452. }
  6453. }
  6454. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6455. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6456. diff = DIFF_TICK(tick,ts->tick);
  6457. if (diff < 0)
  6458. return 0;
  6459. ts->tick = tick+sg->interval;
  6460. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6461. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6462. }
  6463. //Temporarily set magic power to have it take effect. [Skotlex]
  6464. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6465. { //Store previous values.
  6466. matk_min = sstatus->matk_min;
  6467. matk_max = sstatus->matk_max;
  6468. //Note to NOT return from the function until this is unset!
  6469. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6470. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6471. }
  6472. switch (sg->unit_id)
  6473. {
  6474. case UNT_FIREWALL:
  6475. {
  6476. int count=0;
  6477. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6478. //This is the best Aegis approximation we can do without
  6479. //changing the minimum skill unit interval. [Skotlex]
  6480. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6481. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6482. } else {
  6483. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6484. src->val2--;
  6485. }
  6486. if (src->val2<=0)
  6487. skill_delunit(src, 0);
  6488. break;
  6489. }
  6490. case UNT_SANCTUARY:
  6491. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6492. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6493. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6494. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6495. // reduce healing count if this was meant for damaging [hekate]
  6496. sg->val1 -= 2;
  6497. } else {
  6498. int heal = sg->val2;
  6499. if (tstatus->hp >= tstatus->max_hp)
  6500. break;
  6501. if (status_isimmune(bl))
  6502. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6503. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6504. status_heal(bl, heal, 0, 0);
  6505. if (diff >= 500)
  6506. sg->val1--;
  6507. }
  6508. if (sg->val1 <= 0)
  6509. skill_delunitgroup(NULL,sg, 0);
  6510. break;
  6511. case UNT_MAGNUS:
  6512. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6513. break;
  6514. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6515. break;
  6516. case UNT_ATTACK_SKILLS:
  6517. switch (sg->skill_id)
  6518. {
  6519. case SG_SUN_WARM: //SG skills [Komurka]
  6520. case SG_MOON_WARM:
  6521. case SG_STAR_WARM:
  6522. if(bl->type==BL_PC)
  6523. //Only damage SP [Skotlex]
  6524. status_zap(bl, 0, 60);
  6525. else if(status_charge(ss, 0, 2))
  6526. //Otherwise, Knockback attack.
  6527. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6528. break;
  6529. default:
  6530. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6531. }
  6532. break;
  6533. case UNT_FIREPILLAR_WAITING:
  6534. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6535. skill_delunit(src, 0);
  6536. break;
  6537. case UNT_FIREPILLAR_ACTIVE:
  6538. skill_area_temp[1] = 0;
  6539. map_foreachinrange(skill_attack_area,bl,
  6540. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6541. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6542. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6543. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6544. break;
  6545. case UNT_SKIDTRAP:
  6546. {
  6547. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6548. sg->unit_id = UNT_USED_TRAPS;
  6549. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6550. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6551. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6552. }
  6553. break;
  6554. case UNT_SPIDERWEB:
  6555. case UNT_ANKLESNARE:
  6556. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6557. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6558. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6559. {
  6560. struct TimerData* td = get_timer(tsc->data[type].timer);
  6561. if (td) sec = DIFF_TICK(td->tick, tick);
  6562. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6563. clif_fixpos(bl);
  6564. sg->val2=bl->id;
  6565. } else
  6566. sec = 3000; //Couldn't trap it?
  6567. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6568. // 01AC: long ID
  6569. // Indicates that an object is trapped, but ID is not a
  6570. // valid monster or player ID.
  6571. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6572. sg->interval = -1;
  6573. src->range = 0;
  6574. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6575. }
  6576. break;
  6577. case UNT_VENOMDUST:
  6578. if(tsc && tsc->data[type].timer==-1 )
  6579. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6580. break;
  6581. case UNT_LANDMINE:
  6582. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6583. sg->unit_id = UNT_USED_TRAPS;
  6584. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6585. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6586. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6587. break;
  6588. case UNT_CLAYMORETRAP:
  6589. case UNT_BLASTMINE:
  6590. //Hold number of targets (required for damage calculation)
  6591. type = map_foreachinrange(skill_count_target,&src->bl,
  6592. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6593. case UNT_SHOCKWAVE:
  6594. case UNT_SANDMAN:
  6595. case UNT_FLASHER:
  6596. case UNT_FREEZINGTRAP:
  6597. map_foreachinrange(skill_trap_splash,&src->bl,
  6598. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6599. &src->bl,tick,type);
  6600. sg->unit_id = UNT_USED_TRAPS;
  6601. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6602. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6603. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6604. break;
  6605. case UNT_GROUNDDRIFT_WIND:
  6606. case UNT_GROUNDDRIFT_DARK:
  6607. case UNT_GROUNDDRIFT_POISON:
  6608. case UNT_GROUNDDRIFT_WATER:
  6609. case UNT_GROUNDDRIFT_FIRE:
  6610. map_foreachinrange(skill_trap_splash,&src->bl,
  6611. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6612. &src->bl,tick,0);
  6613. sg->unit_id = UNT_USED_TRAPS;
  6614. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6615. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6616. sg->state.into_abyss = 1;
  6617. break;
  6618. case UNT_TALKIEBOX:
  6619. if (sg->src_id == bl->id)
  6620. break;
  6621. if (sg->val2 == 0){
  6622. clif_talkiebox(&src->bl, sg->valstr);
  6623. sg->unit_id = UNT_USED_TRAPS;
  6624. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6625. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6626. sg->val2 = -1;
  6627. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6628. }
  6629. break;
  6630. case UNT_LULLABY:
  6631. if (ss->id == bl->id)
  6632. break;
  6633. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6634. break;
  6635. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6636. if (ss->id != bl->id)
  6637. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6638. break;
  6639. case UNT_DISSONANCE:
  6640. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6641. break;
  6642. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6643. {
  6644. int heal;
  6645. if (sg->src_id == bl->id)
  6646. break;
  6647. heal = sg->val2;
  6648. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6649. status_heal(bl, heal, 0, 0);
  6650. break;
  6651. }
  6652. case UNT_TATAMIGAESHI:
  6653. case UNT_DEMONSTRATION:
  6654. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6655. break;
  6656. case UNT_GOSPEL:
  6657. if (rand()%100 > sg->skill_lv*10)
  6658. break;
  6659. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6660. int i = rand()%13; // Positive buff count
  6661. switch (i)
  6662. {
  6663. case 0: // Heal 1~9999 HP
  6664. {
  6665. int heal = rand() %9999+1;
  6666. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6667. status_heal(bl,heal,0,0);
  6668. }
  6669. break;
  6670. case 1: // End all negative status
  6671. status_change_clear_buffs(bl,2);
  6672. break;
  6673. case 2: // Level 10 Blessing
  6674. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6675. break;
  6676. case 3: // Level 10 Increase AGI
  6677. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6678. break;
  6679. case 4: // Enchant weapon with Holy element
  6680. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6681. break;
  6682. case 5: // Enchant armor with Holy element
  6683. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6684. break;
  6685. case 6: // MaxHP +100%
  6686. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6687. break;
  6688. case 7: // MaxSP +100%
  6689. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6690. break;
  6691. case 8: // All stats +20
  6692. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6693. break;
  6694. case 9: // DEF +25%
  6695. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6696. break;
  6697. case 10: // ATK +100%
  6698. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6699. break;
  6700. case 11: // HIT/Flee +50
  6701. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6702. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6703. break;
  6704. case 12: // Immunity to all status
  6705. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6706. break;
  6707. }
  6708. }
  6709. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6710. int i = rand()%9; // Negative buff count
  6711. switch (i)
  6712. {
  6713. case 0: // Deal 1~9999 damage
  6714. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6715. break;
  6716. case 1: // Curse
  6717. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6718. break;
  6719. case 2: // Blind
  6720. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6721. break;
  6722. case 3: // Poison
  6723. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6724. break;
  6725. case 4: // Level 10 Provoke
  6726. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6727. break;
  6728. case 5: // DEF -100%
  6729. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6730. break;
  6731. case 6: // ATK -100%
  6732. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6733. break;
  6734. case 7: // Flee -100%
  6735. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6736. break;
  6737. case 8: // Speed/ASPD -25%
  6738. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6739. break;
  6740. }
  6741. }
  6742. break;
  6743. case UNT_GRAVITATION:
  6744. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6745. break;
  6746. case UNT_DESPERADO:
  6747. if (rand()%100 < src->val1)
  6748. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6749. break;
  6750. case UNT_KAENSIN:
  6751. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6752. if (--src->val2 <= 0)
  6753. skill_delunit(src, 0);
  6754. break;
  6755. }
  6756. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6757. { //Unset magic power.
  6758. sstatus->matk_min = matk_min;
  6759. sstatus->matk_max = matk_max;
  6760. }
  6761. if (bl->type == BL_MOB && ss != bl)
  6762. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6763. return skillid;
  6764. }
  6765. /*==========================================
  6766. *
  6767. *------------------------------------------
  6768. */
  6769. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6770. {
  6771. struct skill_unit_group *sg;
  6772. struct status_change *sc;
  6773. int type;
  6774. nullpo_retr(0, src);
  6775. nullpo_retr(0, bl);
  6776. nullpo_retr(0, sg=src->group);
  6777. sc = status_get_sc(bl);
  6778. if (sc && !sc->count)
  6779. sc = NULL;
  6780. type = SkillStatusChangeTable(sg->skill_id);
  6781. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6782. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6783. return 0;
  6784. switch(sg->unit_id){
  6785. case UNT_SAFETYWALL:
  6786. if (sc && sc->data[type].timer!=-1)
  6787. status_change_end(bl,type,-1);
  6788. break;
  6789. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6790. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6791. status_change_end(bl,type,-1);
  6792. break;
  6793. case UNT_SPIDERWEB:
  6794. {
  6795. struct block_list *target = map_id2bl(sg->val2);
  6796. if (target && target==bl)
  6797. {
  6798. status_change_end(bl,SC_SPIDERWEB,-1);
  6799. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6800. }
  6801. break;
  6802. }
  6803. }
  6804. return sg->skill_id;
  6805. }
  6806. /*==========================================
  6807. * Triggered when a char steps out of a skill group [Skotlex]
  6808. *------------------------------------------
  6809. */
  6810. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6811. {
  6812. struct status_change *sc;
  6813. int type;
  6814. sc = status_get_sc(bl);
  6815. if (sc && !sc->count)
  6816. sc = NULL;
  6817. type = SkillStatusChangeTable(skill_id);
  6818. switch (skill_id)
  6819. {
  6820. case WZ_QUAGMIRE:
  6821. if (bl->type==BL_MOB)
  6822. break;
  6823. if (sc && sc->data[type].timer != -1)
  6824. status_change_end(bl, type, -1);
  6825. break;
  6826. case BD_LULLABY:
  6827. case BD_RICHMANKIM:
  6828. case BD_ETERNALCHAOS:
  6829. case BD_DRUMBATTLEFIELD:
  6830. case BD_RINGNIBELUNGEN:
  6831. case BD_ROKISWEIL:
  6832. case BD_INTOABYSS:
  6833. case BD_SIEGFRIED:
  6834. if(sc && sc->data[SC_DANCING].timer != -1 &&
  6835. (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  6836. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6837. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6838. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6839. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6840. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6841. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6842. skill_stop_dancing(bl);
  6843. }
  6844. case MG_SAFETYWALL:
  6845. case AL_PNEUMA:
  6846. case SA_VOLCANO:
  6847. case SA_DELUGE:
  6848. case SA_VIOLENTGALE:
  6849. case CG_HERMODE:
  6850. case HW_GRAVITATION:
  6851. case NJ_SUITON:
  6852. if (sc && sc->data[type].timer != -1)
  6853. status_change_end(bl, type, -1);
  6854. break;
  6855. case BA_POEMBRAGI:
  6856. case BA_WHISTLE:
  6857. case BA_ASSASSINCROSS:
  6858. case BA_APPLEIDUN:
  6859. case DC_HUMMING:
  6860. case DC_DONTFORGETME:
  6861. case DC_FORTUNEKISS:
  6862. case DC_SERVICEFORYOU:
  6863. if (sc && sc->data[type].timer != -1)
  6864. {
  6865. delete_timer(sc->data[type].timer, status_change_timer);
  6866. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6867. //not possible on our current implementation.
  6868. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6869. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6870. }
  6871. break;
  6872. case PF_FOGWALL:
  6873. if (sc && sc->data[type].timer != -1)
  6874. {
  6875. status_change_end(bl,type,-1);
  6876. if (sc->data[SC_BLIND].timer!=-1)
  6877. {
  6878. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6879. status_change_end(bl, SC_BLIND, -1);
  6880. else {
  6881. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6882. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6883. }
  6884. }
  6885. }
  6886. break;
  6887. case UNT_GOSPEL:
  6888. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6889. status_change_end(bl, type, -1);
  6890. break;
  6891. }
  6892. return skill_id;
  6893. }
  6894. /*==========================================
  6895. * Invoked when a unit cell has been placed/removed/deleted.
  6896. * flag values:
  6897. * flag&1: Invoke onplace function (otherwise invoke onout)
  6898. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6899. *------------------------------------------
  6900. */
  6901. int skill_unit_effect (struct block_list *bl, va_list ap)
  6902. {
  6903. struct skill_unit *unit;
  6904. struct skill_unit_group *group;
  6905. int flag,skill_id;
  6906. unsigned int tick;
  6907. unit=va_arg(ap,struct skill_unit*);
  6908. tick = va_arg(ap,unsigned int);
  6909. flag = va_arg(ap,unsigned int);
  6910. if (!unit->alive || bl->prev==NULL)
  6911. return 0;
  6912. nullpo_retr(0, group=unit->group);
  6913. if (skill_dance_switch(unit, group, 0))
  6914. flag|=64; //Converted cell, remember to restore it.
  6915. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6916. skill_id = group->skill_id;
  6917. //Target-type check.
  6918. if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
  6919. {
  6920. if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
  6921. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6922. if (flag&64)
  6923. skill_dance_switch(unit, group, 1);
  6924. return 0;
  6925. }
  6926. if (flag&1)
  6927. skill_unit_onplace(unit,bl,tick);
  6928. else
  6929. skill_unit_onout(unit,bl,tick);
  6930. if (flag&4)
  6931. skill_unit_onleft(skill_id, bl, tick);
  6932. if (flag&64)
  6933. skill_dance_switch(unit, group, 1);
  6934. return 0;
  6935. }
  6936. /*==========================================
  6937. * If flag, this is a forced delete, otherwise, it's natural expiration.
  6938. *------------------------------------------
  6939. */
  6940. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick, int flag)
  6941. {
  6942. struct skill_unit_group *sg;
  6943. nullpo_retr(0, src);
  6944. nullpo_retr(0, sg=src->group);
  6945. switch(sg->unit_id){
  6946. case UNT_WARP_ACTIVE:
  6947. if (!flag)
  6948. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6949. break;
  6950. case UNT_ICEWALL:
  6951. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6952. break;
  6953. case UNT_CALLFAMILY:
  6954. if (!flag)
  6955. {
  6956. struct map_session_data *sd = NULL;
  6957. if(sg->val1) {
  6958. sd = map_charid2sd(sg->val1);
  6959. sg->val1 = 0;
  6960. if (sd && !map[sd->bl.m].flag.nowarp)
  6961. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6962. }
  6963. if(sg->val2) {
  6964. sd = map_charid2sd(sg->val2);
  6965. sg->val2 = 0;
  6966. if (sd && !map[sd->bl.m].flag.nowarp)
  6967. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6968. }
  6969. }
  6970. break;
  6971. case UNT_ANKLESNARE:
  6972. {
  6973. struct block_list *target = map_id2bl(sg->val2);
  6974. if(target)
  6975. status_change_end(target,SC_ANKLE,-1);
  6976. }
  6977. break;
  6978. }
  6979. return 0;
  6980. }
  6981. /*==========================================
  6982. *
  6983. *------------------------------------------
  6984. */
  6985. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6986. {
  6987. struct skill_unit_group *sg;
  6988. nullpo_retr(0, src);
  6989. nullpo_retr(0, sg=src->group);
  6990. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6991. skill_delunitgroup(NULL,sg, 1);
  6992. else
  6993. switch(sg->unit_id){
  6994. case UNT_ICEWALL:
  6995. src->val1-=damage;
  6996. break;
  6997. default:
  6998. damage = 0;
  6999. break;
  7000. }
  7001. return damage;
  7002. }
  7003. /*==========================================
  7004. *
  7005. *------------------------------------------
  7006. */
  7007. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7008. {
  7009. int *c, skillid;
  7010. struct block_list *src;
  7011. struct map_session_data *sd;
  7012. struct map_session_data *tsd;
  7013. int *p_sd; //Contains the list of characters found.
  7014. nullpo_retr(0, bl);
  7015. nullpo_retr(0, ap);
  7016. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7017. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7018. nullpo_retr(0, sd=(struct map_session_data*)src);
  7019. c=va_arg(ap,int *);
  7020. p_sd = va_arg(ap, int *);
  7021. skillid = va_arg(ap,int);
  7022. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7023. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7024. if (bl == src)
  7025. return 0;
  7026. if(pc_isdead(tsd))
  7027. return 0;
  7028. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7029. return 0;
  7030. switch(skillid)
  7031. {
  7032. case PR_BENEDICTIO:
  7033. {
  7034. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7035. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7036. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7037. && sd->status.sp >= 10)
  7038. p_sd[(*c)++]=tsd->bl.id;
  7039. return 1;
  7040. }
  7041. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7042. {
  7043. int skilllv;
  7044. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7045. return 0;
  7046. if (sd->status.sex != tsd->status.sex &&
  7047. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7048. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7049. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7050. sd->status.party_id && tsd->status.party_id &&
  7051. sd->status.party_id == tsd->status.party_id &&
  7052. tsd->sc.data[SC_DANCING].timer == -1)
  7053. {
  7054. p_sd[(*c)++]=tsd->bl.id;
  7055. return skilllv;
  7056. } else {
  7057. return 0;
  7058. }
  7059. }
  7060. break;
  7061. }
  7062. return 0;
  7063. }
  7064. /*==========================================
  7065. * Checks and stores partners for ensemble skills [Skotlex]
  7066. *------------------------------------------
  7067. */
  7068. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7069. {
  7070. static int c=0;
  7071. static int p_sd[2] = { 0, 0 };
  7072. int i;
  7073. if (cast_flag)
  7074. { //Execute the skill on the partners.
  7075. struct map_session_data* tsd;
  7076. switch (skill_id)
  7077. {
  7078. case PR_BENEDICTIO:
  7079. for (i = 0; i < c; i++)
  7080. {
  7081. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7082. status_charge(&tsd->bl, 0, 10);
  7083. }
  7084. return c;
  7085. default: //Warning: Assuming Ensemble skills here (for speed)
  7086. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7087. {
  7088. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7089. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7090. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7091. tsd->skillid_dance = skill_id;
  7092. tsd->skilllv_dance = *skill_lv;
  7093. }
  7094. return c;
  7095. }
  7096. }
  7097. //Else: new search for partners.
  7098. c = 0;
  7099. malloc_tsetdword (p_sd, 0, sizeof(p_sd));
  7100. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7101. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7102. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7103. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
  7104. return c;
  7105. }
  7106. /*==========================================
  7107. *
  7108. *------------------------------------------
  7109. */
  7110. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7111. {
  7112. int *c,src_id,mob_class,skill;
  7113. struct mob_data *md;
  7114. md=(struct mob_data*)bl;
  7115. src_id=va_arg(ap,int);
  7116. mob_class=va_arg(ap,int);
  7117. skill=va_arg(ap,int);
  7118. c=va_arg(ap,int *);
  7119. if(md->master_id != src_id ||
  7120. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7121. return 0; //Non alchemist summoned mobs have nothing to do here.
  7122. if(md->class_==mob_class)
  7123. (*c)++;
  7124. return 1;
  7125. }
  7126. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  7127. {
  7128. struct npc_data *nd;
  7129. nd=(struct npc_data*)bl;
  7130. if (nd->bl.subtype == WARP)
  7131. return 1;
  7132. return 0;
  7133. }
  7134. /*==========================================
  7135. * Determines if a given skill should be made to consume ammo
  7136. * when used by the player. [Skotlex]
  7137. *------------------------------------------
  7138. */
  7139. int skill_isammotype (TBL_PC *sd, int skill)
  7140. {
  7141. return (
  7142. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7143. skill != HT_PHANTASMIC &&
  7144. skill_get_type(skill) == BF_WEAPON &&
  7145. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7146. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7147. );
  7148. }
  7149. /*==========================================
  7150. * Checks that you have the requirements for casting a skill.
  7151. * Flag:
  7152. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7153. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7154. *------------------------------------------
  7155. */
  7156. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7157. {
  7158. struct status_data *status;
  7159. struct status_change *sc;
  7160. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7161. int index[10],itemid[10],amount[10];
  7162. int delitem_flag = 1, checkitem_flag = 1;
  7163. nullpo_retr(0, sd);
  7164. if (lv <= 0) return 0;
  7165. if( battle_config.gm_skilluncond &&
  7166. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7167. sd->skillitem != skill)
  7168. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7169. sd->skillitem = sd->skillitemlv = -1;
  7170. return 1;
  7171. }
  7172. status = &sd->battle_status;
  7173. sc = &sd->sc;
  7174. if (!sc->count)
  7175. sc = NULL;
  7176. if(pc_is90overweight(sd)) {
  7177. clif_skill_fail(sd,skill,9,0);
  7178. sd->skillitem = sd->skillitemlv = -1;
  7179. return 0;
  7180. }
  7181. if (sd->state.abra_flag)
  7182. {
  7183. sd->skillitem = sd->skillitemlv = -1;
  7184. if(type&1) sd->state.abra_flag = 0;
  7185. return 1;
  7186. }
  7187. if (sd->menuskill_id == AM_PHARMACY &&
  7188. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7189. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7190. )) {
  7191. sd->skillitem = sd->skillitemlv = -1;
  7192. return 0;
  7193. }
  7194. if(sd->skillitem == skill) {
  7195. if(!type) //When a target was selected
  7196. { //Consume items that were skipped in pc_use_item [Skotlex]
  7197. if((i = sd->itemindex) == -1 ||
  7198. sd->status.inventory[i].nameid != sd->itemid ||
  7199. sd->inventory_data[i] == NULL ||
  7200. !sd->inventory_data[i]->flag.delay_consume ||
  7201. sd->status.inventory[i].amount < 1
  7202. )
  7203. { //Something went wrong, item exploit?
  7204. sd->itemid = sd->itemindex = -1;
  7205. return 0;
  7206. }
  7207. //Consume
  7208. sd->itemid = sd->itemindex = -1;
  7209. if(skill == WZ_EARTHSPIKE && sc &&
  7210. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7211. ; //Do not consume item.
  7212. else
  7213. pc_delitem(sd,i,1,0);
  7214. }
  7215. if (type&1) //Casting finished
  7216. sd->skillitem = sd->skillitemlv = -1;
  7217. return 1;
  7218. }
  7219. // for the guild skills [celest]
  7220. if (skill >= GD_SKILLBASE)
  7221. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7222. else if (skill >= HM_SKILLBASE) //[orn]
  7223. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7224. else
  7225. j = skill;
  7226. if (j < 0 || j >= MAX_SKILL_DB)
  7227. return 0;
  7228. //Code speedup, rather than using skill_get_* over and over again.
  7229. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7230. return 0;
  7231. hp = skill_db[j].hp[lv-1];
  7232. sp = skill_db[j].sp[lv-1];
  7233. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7234. sp=sp/2;
  7235. hp_rate = skill_db[j].hp_rate[lv-1];
  7236. sp_rate = skill_db[j].sp_rate[lv-1];
  7237. zeny = skill_db[j].zeny[lv-1];
  7238. weapon = skill_db[j].weapon;
  7239. ammo = skill_db[j].ammo;
  7240. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7241. state = skill_db[j].state;
  7242. spiritball = skill_db[j].spiritball[lv-1];
  7243. mhp = skill_db[j].mhp[lv-1];
  7244. for(i = 0; i < 10; i++) {
  7245. itemid[i] = skill_db[j].itemid[i];
  7246. amount[i] = skill_db[j].amount[i];
  7247. }
  7248. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  7249. //mhp is the max-hp-requirement, that is,
  7250. //you must have this % or less of HP to cast it.
  7251. clif_skill_fail(sd,skill,2,0);
  7252. return 0;
  7253. }
  7254. if(hp_rate > 0)
  7255. hp += (status->hp * hp_rate)/100;
  7256. else
  7257. hp += (status->max_hp * (-hp_rate))/100;
  7258. if(sp_rate > 0)
  7259. sp += (status->sp * sp_rate)/100;
  7260. else
  7261. sp += (status->max_sp * (-sp_rate))/100;
  7262. if (!ammo && skill && skill_isammotype(sd, skill))
  7263. { //Assume this skill is using the weapon, therefore it requires arrows.
  7264. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7265. ammo_qty = skill_get_num(skill, lv);
  7266. if (ammo_qty < 0) ammo_qty *= -1;
  7267. }
  7268. switch(skill) { // Check for cost reductions due to skills & SCs
  7269. case MC_MAMMONITE:
  7270. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7271. zeny -= zeny*10/100;
  7272. break;
  7273. case AL_HOLYLIGHT:
  7274. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7275. sp *= 5;
  7276. break;
  7277. case SL_SMA:
  7278. case SL_STUN:
  7279. case SL_STIN:
  7280. {
  7281. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7282. if(kaina_lv==0 || sd->status.base_level<70)
  7283. break;
  7284. if(sd->status.base_level>=90)
  7285. sp -= sp*7*kaina_lv/100;
  7286. else if(sd->status.base_level>=80)
  7287. sp -= sp*5*kaina_lv/100;
  7288. else if(sd->status.base_level>=70)
  7289. sp -= sp*3*kaina_lv/100;
  7290. }
  7291. break;
  7292. case MO_TRIPLEATTACK:
  7293. case MO_CHAINCOMBO:
  7294. case MO_COMBOFINISH:
  7295. case CH_TIGERFIST:
  7296. case CH_CHAINCRUSH:
  7297. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7298. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7299. break;
  7300. }
  7301. if(sd->dsprate!=100)
  7302. sp=sp*sd->dsprate/100;
  7303. switch(skill) {
  7304. case SA_CASTCANCEL:
  7305. if(sd->ud.skilltimer == -1) {
  7306. clif_skill_fail(sd,skill,0,0);
  7307. return 0;
  7308. }
  7309. break;
  7310. case BS_MAXIMIZE:
  7311. case NV_TRICKDEAD:
  7312. case TF_HIDING:
  7313. case AS_CLOAKING:
  7314. case CR_AUTOGUARD:
  7315. case CR_DEFENDER:
  7316. case ST_CHASEWALK:
  7317. case PA_GOSPEL:
  7318. case CR_SHRINK:
  7319. case TK_RUN:
  7320. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7321. return 1; //Allow turning off.
  7322. break;
  7323. case AL_WARP:
  7324. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7325. delitem_flag = 0;
  7326. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7327. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7328. return 0;
  7329. }
  7330. break;
  7331. case MO_CALLSPIRITS:
  7332. if(sd->spiritball >= lv) {
  7333. clif_skill_fail(sd,skill,0,0);
  7334. return 0;
  7335. }
  7336. break;
  7337. case CH_SOULCOLLECT:
  7338. if(sd->spiritball >= 5) {
  7339. clif_skill_fail(sd,skill,0,0);
  7340. return 0;
  7341. }
  7342. break;
  7343. case MO_FINGEROFFENSIVE: //謖�シセ
  7344. case GS_FLING:
  7345. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7346. spiritball = sd->spiritball;
  7347. sd->spiritball_old = sd->spiritball;
  7348. }
  7349. else sd->spiritball_old = spiritball;
  7350. break;
  7351. case MO_BODYRELOCATION:
  7352. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7353. spiritball = 0;
  7354. break;
  7355. case MO_CHAINCOMBO:
  7356. if(!sc)
  7357. return 0;
  7358. if(sc->data[SC_BLADESTOP].timer!=-1)
  7359. break;
  7360. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7361. break;
  7362. return 0;
  7363. case MO_COMBOFINISH: //迪幃セ肴教
  7364. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7365. return 0;
  7366. break;
  7367. case CH_TIGERFIST: //莨剰剋諡ウ
  7368. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7369. return 0;
  7370. break;
  7371. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7372. if(!sc || sc->data[SC_COMBO].timer == -1)
  7373. return 0;
  7374. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7375. return 0;
  7376. break;
  7377. case MO_EXTREMITYFIST:
  7378. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7379. // return 0;
  7380. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7381. spiritball--;
  7382. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7383. switch(sc->data[SC_COMBO].val1) {
  7384. case MO_COMBOFINISH:
  7385. spiritball = 4;
  7386. break;
  7387. case CH_TIGERFIST:
  7388. spiritball = 3;
  7389. break;
  7390. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7391. spiritball = sd->spiritball?sd->spiritball:1;
  7392. break;
  7393. default:
  7394. return 0;
  7395. }
  7396. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7397. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7398. clif_skill_fail(sd,skill,0,0);
  7399. return 0;
  7400. }
  7401. break;
  7402. case TK_MISSION: //Does not works on Non-Taekwon
  7403. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7404. clif_skill_fail(sd,skill,0,0);
  7405. return 0;
  7406. }
  7407. break;
  7408. case TK_READYCOUNTER:
  7409. case TK_READYDOWN:
  7410. case TK_READYSTORM:
  7411. case TK_READYTURN:
  7412. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7413. return 1; //Enable disabling them regardless of who you are.
  7414. case TK_JUMPKICK:
  7415. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7416. //They do not work on Soul Linkers.
  7417. clif_skill_fail(sd,skill,0,0);
  7418. return 0;
  7419. }
  7420. break;
  7421. case TK_TURNKICK:
  7422. case TK_STORMKICK:
  7423. case TK_DOWNKICK:
  7424. case TK_COUNTER:
  7425. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7426. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7427. if(!sc || sc->data[SC_COMBO].timer == -1)
  7428. return 0; //Combo needs to be ready
  7429. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  7430. { //Unlimited Combo
  7431. if (skill == sd->skillid_old) {
  7432. status_change_end(&sd->bl, SC_COMBO, -1);
  7433. sd->skillid_old = sd->skilllv_old = 0;
  7434. return 0; //Can't repeat previous combo skill.
  7435. }
  7436. break;
  7437. } else
  7438. if(sc->data[SC_COMBO].val1 == skill)
  7439. break; //Combo ready.
  7440. //Cancel combo wait.
  7441. unit_cancel_combo(&sd->bl);
  7442. return 0;
  7443. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7444. {
  7445. int time;
  7446. if(!sc || sc->data[SC_DANCING].timer==-1)
  7447. {
  7448. clif_skill_fail(sd,skill,0,0);
  7449. return 0;
  7450. }
  7451. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7452. if (skill_get_time(
  7453. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7454. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7455. - time <= skill_get_time2(skill,lv))
  7456. {
  7457. clif_skill_fail(sd,skill,0,0);
  7458. return 0;
  7459. }
  7460. }
  7461. break;
  7462. case PR_BENEDICTIO:
  7463. {
  7464. if (!battle_config.player_skill_partner_check ||
  7465. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7466. )
  7467. break; //No need to do any partner checking [Skotlex]
  7468. if (!(type&1))
  7469. { //Started casting.
  7470. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7471. {
  7472. clif_skill_fail(sd,skill,0,0);
  7473. return 0;
  7474. }
  7475. }
  7476. else
  7477. { //Done casting
  7478. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7479. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7480. }
  7481. }
  7482. break;
  7483. case AM_CANNIBALIZE:
  7484. case AM_SPHEREMINE:
  7485. if(type&1){
  7486. int c=0;
  7487. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7488. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7489. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7490. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7491. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7492. if(c >= maxcount ||
  7493. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7494. { //Fails when: exceed max limit. There are other plant types already out.
  7495. clif_skill_fail(sd,skill,0,0);
  7496. return 0;
  7497. }
  7498. }
  7499. }
  7500. break;
  7501. case WZ_FIREPILLAR: // celest
  7502. if (lv <= 5) // no gems required at level 1-5
  7503. itemid[0] = 0;
  7504. break;
  7505. case SL_SMA:
  7506. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7507. if(!sc || sc->data[SC_SMA].timer == -1)
  7508. return 0;
  7509. break;
  7510. case HT_POWER:
  7511. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7512. return 0;
  7513. break;
  7514. case AM_BERSERKPITCHER:
  7515. case AM_POTIONPITCHER:
  7516. case CR_SLIMPITCHER:
  7517. case MG_STONECURSE:
  7518. case CR_CULTIVATION:
  7519. case SA_FLAMELAUNCHER:
  7520. case SA_FROSTWEAPON:
  7521. case SA_LIGHTNINGLOADER:
  7522. case SA_SEISMICWEAPON:
  7523. delitem_flag = 0;
  7524. break;
  7525. case SA_DELUGE:
  7526. case SA_VOLCANO:
  7527. case SA_VIOLENTGALE:
  7528. case SA_LANDPROTECTOR:
  7529. { //Does not consumes if the skill is already active. [Skotlex]
  7530. struct skill_unit_group *sg;
  7531. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7532. {
  7533. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7534. checkitem_flag = delitem_flag = 0;
  7535. else sg->limit = 0; //Disable it.
  7536. }
  7537. break;
  7538. }
  7539. case CG_HERMODE:
  7540. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7541. skill_get_splash(skill, lv), BL_NPC) < 1)
  7542. {
  7543. clif_skill_fail(sd,skill,0,0);
  7544. return 0;
  7545. }
  7546. break;
  7547. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7548. {
  7549. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7550. int size = range*2+1;
  7551. for (i=0;i<size*size;i++) {
  7552. x = sd->bl.x+(i%size-range);
  7553. y = sd->bl.y+(i/size-range);
  7554. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7555. clif_skill_fail(sd,skill,0,0);
  7556. return 0;
  7557. }
  7558. }
  7559. }
  7560. break;
  7561. case PR_REDEMPTIO:
  7562. {
  7563. int exp;
  7564. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7565. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7566. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7567. return 0;
  7568. }
  7569. break;
  7570. }
  7571. case AM_TWILIGHT2:
  7572. case AM_TWILIGHT3:
  7573. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7574. {
  7575. clif_skill_fail(sd,skill,0,0);
  7576. return 0;
  7577. }
  7578. break;
  7579. //SHOULD BE OPTIMALIZED [Komurka]
  7580. //Optimized #1. optimize comfort later. [Vicious]
  7581. case SG_SUN_WARM:
  7582. case SG_MOON_WARM:
  7583. case SG_STAR_WARM:
  7584. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7585. break;
  7586. clif_skill_fail(sd,skill,0,0);
  7587. return 0;
  7588. break;
  7589. case SG_SUN_COMFORT:
  7590. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7591. break;
  7592. clif_skill_fail(sd,skill,0,0);
  7593. return 0;
  7594. case SG_MOON_COMFORT:
  7595. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7596. break;
  7597. clif_skill_fail(sd,skill,0,0);
  7598. return 0;
  7599. case SG_STAR_COMFORT:
  7600. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7601. break;
  7602. clif_skill_fail(sd,skill,0,0);
  7603. return 0;
  7604. case SG_FUSION:
  7605. if (sc && sc->data[SC_FUSION].timer!=-1)
  7606. return 1;
  7607. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7608. break;
  7609. return 0;
  7610. case GD_BATTLEORDER:
  7611. case GD_REGENERATION:
  7612. case GD_RESTORE:
  7613. //Emergency Recall is handled on skill_notok
  7614. if (!agit_flag) {
  7615. clif_skill_fail(sd,skill,0,0);
  7616. return 0;
  7617. }
  7618. case GD_EMERGENCYCALL:
  7619. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7620. return 0;
  7621. if (lv <= 0)
  7622. return 0;
  7623. break;
  7624. case GS_GLITTERING:
  7625. if(sd->spiritball >= 10) {
  7626. clif_skill_fail(sd,skill,0,0);
  7627. return 0;
  7628. }
  7629. break;
  7630. case NJ_ISSEN:
  7631. if (status->hp < 2) {
  7632. clif_skill_fail(sd,skill,0,0);
  7633. return 0;
  7634. }
  7635. case NJ_BUNSINJYUTSU:
  7636. if (!sc || sc->data[SC_NEN].timer==-1) {
  7637. clif_skill_fail(sd,skill,0,0);
  7638. return 0;
  7639. }
  7640. break;
  7641. case NJ_ZENYNAGE:
  7642. if(sd->status.zeny < zeny) {
  7643. clif_skill_fail(sd,skill,5,0);
  7644. return 0;
  7645. }
  7646. zeny = 0; //Zeny is reduced on skill_attack.
  7647. break;
  7648. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7649. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7650. clif_skill_fail(sd,skill,0,0);
  7651. return 0;
  7652. }
  7653. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7654. checkitem_flag = delitem_flag = 0;
  7655. break;
  7656. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7657. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7658. {
  7659. clif_skill_fail(sd,skill,0,0);
  7660. return 0;
  7661. }
  7662. break;
  7663. case AM_RESURRECTHOMUN: // Can't resurrect homun if you don't have a dead homun
  7664. if (!sd->status.hom_id || !sd->hd || sd->hd->homunculus.hp)
  7665. {
  7666. clif_skill_fail(sd,skill,0,0);
  7667. return 0;
  7668. }
  7669. break;
  7670. }
  7671. if(!(type&2)){
  7672. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7673. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7674. return 0;
  7675. }
  7676. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7677. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7678. return 0;
  7679. }
  7680. if( zeny>0 && sd->status.zeny < zeny) {
  7681. clif_skill_fail(sd,skill,5,0);
  7682. return 0;
  7683. }
  7684. if(!pc_check_weapontype(sd,weapon)) {
  7685. clif_skill_fail(sd,skill,6,0);
  7686. return 0;
  7687. }
  7688. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7689. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7690. !sd->inventory_data[i] ||
  7691. sd->status.inventory[i].amount < ammo_qty
  7692. ) {
  7693. clif_arrow_fail(sd,0);
  7694. return 0;
  7695. }
  7696. if (!(ammo&1<<sd->inventory_data[i]->look))
  7697. { //Ammo type check. Send the "wrong weapon type" message
  7698. //which is the closest we have to wrong ammo type. [Skotlex]
  7699. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7700. //clif_skill_fail(sd,skill,6,0);
  7701. return 0;
  7702. }
  7703. }
  7704. if( spiritball > 0 && sd->spiritball < spiritball) {
  7705. clif_skill_fail(sd,skill,0,0);
  7706. return 0;
  7707. }
  7708. }
  7709. if(!type)//States are only checked on begin-casting. [Skotlex]
  7710. switch(state) {
  7711. case ST_HIDING:
  7712. if(!(sc && sc->option&OPTION_HIDE)) {
  7713. clif_skill_fail(sd,skill,0,0);
  7714. return 0;
  7715. }
  7716. break;
  7717. case ST_CLOAKING:
  7718. if(!pc_iscloaking(sd)) {
  7719. clif_skill_fail(sd,skill,0,0);
  7720. return 0;
  7721. }
  7722. break;
  7723. case ST_HIDDEN:
  7724. if(!pc_ishiding(sd)) {
  7725. clif_skill_fail(sd,skill,0,0);
  7726. return 0;
  7727. }
  7728. break;
  7729. case ST_RIDING:
  7730. if(!pc_isriding(sd)) {
  7731. clif_skill_fail(sd,skill,0,0);
  7732. return 0;
  7733. }
  7734. break;
  7735. case ST_FALCON:
  7736. if(!pc_isfalcon(sd)) {
  7737. clif_skill_fail(sd,skill,0,0);
  7738. return 0;
  7739. }
  7740. break;
  7741. case ST_CART:
  7742. if(!pc_iscarton(sd)) {
  7743. clif_skill_fail(sd,skill,0,0);
  7744. return 0;
  7745. }
  7746. break;
  7747. case ST_SHIELD:
  7748. if(sd->status.shield <= 0) {
  7749. clif_skill_fail(sd,skill,0,0);
  7750. return 0;
  7751. }
  7752. break;
  7753. case ST_SIGHT:
  7754. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7755. clif_skill_fail(sd,skill,0,0);
  7756. return 0;
  7757. }
  7758. break;
  7759. case ST_EXPLOSIONSPIRITS:
  7760. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7761. clif_skill_fail(sd,skill,0,0);
  7762. return 0;
  7763. }
  7764. break;
  7765. case ST_CARTBOOST:
  7766. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7767. clif_skill_fail(sd,skill,0,0);
  7768. return 0;
  7769. }
  7770. break;
  7771. case ST_RECOV_WEIGHT_RATE:
  7772. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7773. clif_skill_fail(sd,skill,0,0);
  7774. return 0;
  7775. }
  7776. break;
  7777. case ST_MOVE_ENABLE:
  7778. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7779. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7780. if (!unit_can_move(&sd->bl)) {
  7781. clif_skill_fail(sd,skill,0,0);
  7782. return 0;
  7783. }
  7784. break;
  7785. case ST_WATER:
  7786. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7787. break;
  7788. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7789. break;
  7790. clif_skill_fail(sd,skill,0,0);
  7791. return 0;
  7792. }
  7793. if (checkitem_flag) {
  7794. for(i=0;i<10;i++) {
  7795. int x = lv%11 - 1;
  7796. index[i] = -1;
  7797. if(itemid[i] <= 0)
  7798. continue;
  7799. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  7800. {
  7801. if (sd->special_state.no_gemstone)
  7802. { //Make it substract 1 gem rather than skipping the cost.
  7803. if (--amount[i] < 1)
  7804. continue;
  7805. }
  7806. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7807. continue;
  7808. } else
  7809. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  7810. continue;
  7811. if((skill == AM_POTIONPITCHER ||
  7812. skill == CR_SLIMPITCHER ||
  7813. skill == CR_CULTIVATION) && i != x)
  7814. continue;
  7815. index[i] = pc_search_inventory(sd,itemid[i]);
  7816. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7817. if(itemid[i] == 716 || itemid[i] == 717)
  7818. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7819. else
  7820. clif_skill_fail(sd,skill,0,0);
  7821. return 0;
  7822. }
  7823. if(itemid[i] >= 715 && itemid[i] <= 717 && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7824. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7825. }
  7826. }
  7827. if(!(type&1))
  7828. return 1;
  7829. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7830. if(delitem_flag) {
  7831. for(i=0;i<10;i++) {
  7832. if(index[i] >= 0)
  7833. pc_delitem(sd,index[i],amount[i],0);
  7834. }
  7835. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7836. // if (ammo && battle_config.arrow_decrement)
  7837. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7838. }
  7839. if(type&2)
  7840. return 1;
  7841. if(sp || hp)
  7842. status_zap(&sd->bl, hp, sp);
  7843. if(zeny > 0) // Zeny豸郁イサ
  7844. pc_payzeny(sd,zeny);
  7845. if(spiritball > 0)
  7846. pc_delspiritball(sd,spiritball,0);
  7847. return 1;
  7848. }
  7849. /*==========================================
  7850. *
  7851. *------------------------------------------
  7852. */
  7853. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7854. {
  7855. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7856. int time = skill_get_cast(skill_id, skill_lv);
  7857. struct map_session_data *sd;
  7858. nullpo_retr(0, bl);
  7859. BL_CAST(BL_PC, bl, sd);
  7860. // calculate base cast time (reduced by dex)
  7861. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7862. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7863. if (scale > 0) // not instant cast
  7864. time = time * scale / battle_config.castrate_dex_scale;
  7865. else return 0; // instant cast
  7866. }
  7867. // calculate cast time reduced by card bonuses
  7868. if (sd && sd->castrate != 100)
  7869. time = time * sd->castrate / 100;
  7870. // config cast time multiplier
  7871. if (battle_config.cast_rate != 100)
  7872. time = time * battle_config.cast_rate / 100;
  7873. // calculate cast time reduced by skill bonuses
  7874. if (!(castnodex&2))
  7875. time = skill_castfix_sc(bl, time);
  7876. // return final cast time
  7877. return (time > 0) ? time : 0;
  7878. }
  7879. /*==========================================
  7880. * Does cast-time reductions based on sc data.
  7881. *------------------------------------------
  7882. */
  7883. int skill_castfix_sc (struct block_list *bl, int time)
  7884. {
  7885. struct status_change *sc = status_get_sc(bl);
  7886. if (sc && sc->count) {
  7887. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7888. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7889. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7890. }
  7891. if (sc->data[SC_MEMORIZE].timer != -1) {
  7892. time>>=1;
  7893. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7894. status_change_end(bl, SC_MEMORIZE, -1);
  7895. }
  7896. if (sc->data[SC_POEMBRAGI].timer != -1)
  7897. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7898. }
  7899. return (time > 0) ? time : 0;
  7900. }
  7901. /*==========================================
  7902. *
  7903. *------------------------------------------
  7904. */
  7905. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7906. {
  7907. int delaynochange = skill_get_delaynodex(skill_id, skill_lv);
  7908. int time = skill_get_delay(skill_id, skill_lv);
  7909. nullpo_retr(0, bl);
  7910. if (bl->type&battle_config.no_skill_delay)
  7911. return battle_config.min_skill_delay_limit;
  7912. // instant cast attack skills depend on aspd as delay [celest]
  7913. if (time == 0) {
  7914. if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7915. time = status_get_adelay(bl); //Use attack delay as default delay.
  7916. else
  7917. time = battle_config.default_skill_delay;
  7918. } else if (time < 0)
  7919. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7920. else //Agi reduction should apply only to non-zero delay skills.
  7921. switch (skill_id)
  7922. { //Monk combo skills have their delay reduced by agi/dex.
  7923. case MO_TRIPLEATTACK:
  7924. case MO_CHAINCOMBO:
  7925. case MO_COMBOFINISH:
  7926. case CH_TIGERFIST:
  7927. case CH_CHAINCRUSH:
  7928. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7929. break;
  7930. default:
  7931. if (battle_config.delay_dependon_agi && !(delaynochange&1))
  7932. { // if skill casttime is allowed to be reduced by agi
  7933. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7934. if (scale > 0)
  7935. time = time * scale / battle_config.castrate_dex_scale;
  7936. else //To be capped later to minimum.
  7937. time = 0;
  7938. }
  7939. }
  7940. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7941. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7942. if (battle_config.delay_rate != 100)
  7943. time = time * battle_config.delay_rate / 100;
  7944. if (!(delaynochange&2))
  7945. {
  7946. struct status_change *sc;
  7947. sc= status_get_sc(bl);
  7948. if (sc && sc->count) {
  7949. if (sc->data[SC_POEMBRAGI].timer != -1)
  7950. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7951. if (sc->data[SC_SPIRIT].timer != -1)
  7952. switch (skill_id) {
  7953. case CR_SHIELDBOOMERANG:
  7954. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7955. time /=2;
  7956. break;
  7957. case AS_SONICBLOW:
  7958. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7959. time /= 2;
  7960. break;
  7961. }
  7962. }
  7963. }
  7964. return (time < battle_config.min_skill_delay_limit)?
  7965. battle_config.min_skill_delay_limit:time;
  7966. }
  7967. /*=========================================
  7968. *
  7969. *----------------------------------------
  7970. */
  7971. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7972. {
  7973. nullpo_retv(tc);
  7974. if(dir == 0){
  7975. tc->val1[0]=x-2;
  7976. tc->val1[1]=x-1;
  7977. tc->val1[2]=x;
  7978. tc->val1[3]=x+1;
  7979. tc->val1[4]=x+2;
  7980. tc->val2[0]=
  7981. tc->val2[1]=
  7982. tc->val2[2]=
  7983. tc->val2[3]=
  7984. tc->val2[4]=y-1;
  7985. }
  7986. else if(dir==2){
  7987. tc->val1[0]=
  7988. tc->val1[1]=
  7989. tc->val1[2]=
  7990. tc->val1[3]=
  7991. tc->val1[4]=x+1;
  7992. tc->val2[0]=y+2;
  7993. tc->val2[1]=y+1;
  7994. tc->val2[2]=y;
  7995. tc->val2[3]=y-1;
  7996. tc->val2[4]=y-2;
  7997. }
  7998. else if(dir==4){
  7999. tc->val1[0]=x-2;
  8000. tc->val1[1]=x-1;
  8001. tc->val1[2]=x;
  8002. tc->val1[3]=x+1;
  8003. tc->val1[4]=x+2;
  8004. tc->val2[0]=
  8005. tc->val2[1]=
  8006. tc->val2[2]=
  8007. tc->val2[3]=
  8008. tc->val2[4]=y+1;
  8009. }
  8010. else if(dir==6){
  8011. tc->val1[0]=
  8012. tc->val1[1]=
  8013. tc->val1[2]=
  8014. tc->val1[3]=
  8015. tc->val1[4]=x-1;
  8016. tc->val2[0]=y+2;
  8017. tc->val2[1]=y+1;
  8018. tc->val2[2]=y;
  8019. tc->val2[3]=y-1;
  8020. tc->val2[4]=y-2;
  8021. }
  8022. else if(dir==1){
  8023. tc->val1[0]=x-1;
  8024. tc->val1[1]=x;
  8025. tc->val1[2]=x+1;
  8026. tc->val1[3]=x+2;
  8027. tc->val1[4]=x+3;
  8028. tc->val2[0]=y-4;
  8029. tc->val2[1]=y-3;
  8030. tc->val2[2]=y-1;
  8031. tc->val2[3]=y;
  8032. tc->val2[4]=y+1;
  8033. }
  8034. else if(dir==3){
  8035. tc->val1[0]=x+3;
  8036. tc->val1[1]=x+2;
  8037. tc->val1[2]=x+1;
  8038. tc->val1[3]=x;
  8039. tc->val1[4]=x-1;
  8040. tc->val2[0]=y-1;
  8041. tc->val2[1]=y;
  8042. tc->val2[2]=y+1;
  8043. tc->val2[3]=y+2;
  8044. tc->val2[4]=y+3;
  8045. }
  8046. else if(dir==5){
  8047. tc->val1[0]=x+1;
  8048. tc->val1[1]=x;
  8049. tc->val1[2]=x-1;
  8050. tc->val1[3]=x-2;
  8051. tc->val1[4]=x-3;
  8052. tc->val2[0]=y+3;
  8053. tc->val2[1]=y+2;
  8054. tc->val2[2]=y+1;
  8055. tc->val2[3]=y;
  8056. tc->val2[4]=y-1;
  8057. }
  8058. else if(dir==7){
  8059. tc->val1[0]=x-3;
  8060. tc->val1[1]=x-2;
  8061. tc->val1[2]=x-1;
  8062. tc->val1[3]=x;
  8063. tc->val1[4]=x+1;
  8064. tc->val2[1]=y;
  8065. tc->val2[0]=y+1;
  8066. tc->val2[2]=y-1;
  8067. tc->val2[3]=y-2;
  8068. tc->val2[4]=y-3;
  8069. }
  8070. }
  8071. /*=========================================
  8072. *
  8073. *-----------------------------------------
  8074. */
  8075. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8076. {
  8077. int c;
  8078. nullpo_retv(tc);
  8079. for(c=0;c<5;c++){
  8080. if(dir==0){
  8081. tc->val2[c]+=are;
  8082. }else if(dir==1){
  8083. tc->val1[c]-=are; tc->val2[c]+=are;
  8084. }else if(dir==2){
  8085. tc->val1[c]-=are;
  8086. }else if(dir==3){
  8087. tc->val1[c]-=are; tc->val2[c]-=are;
  8088. }else if(dir==4){
  8089. tc->val2[c]-=are;
  8090. }else if(dir==5){
  8091. tc->val1[c]+=are; tc->val2[c]-=are;
  8092. }else if(dir==6){
  8093. tc->val1[c]+=are;
  8094. }else if(dir==7){
  8095. tc->val1[c]+=are; tc->val2[c]+=are;
  8096. }
  8097. }
  8098. }
  8099. /*==========================================
  8100. * Weapon Repair [Celest/DracoRPG]
  8101. *------------------------------------------
  8102. */
  8103. void skill_repairweapon (struct map_session_data *sd, int idx)
  8104. {
  8105. int material;
  8106. int materials[4] = { 1002, 998, 999, 756 };
  8107. struct item *item;
  8108. struct map_session_data *target_sd;
  8109. nullpo_retv(sd);
  8110. target_sd = map_id2sd(sd->menuskill_lv);
  8111. if (!target_sd) //Failed....
  8112. return;
  8113. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8114. return;
  8115. if(idx < 0 || idx >= MAX_INVENTORY)
  8116. return; //Invalid index??
  8117. item = &target_sd->status.inventory[idx];
  8118. if(item->nameid <= 0 || item->attribute == 0)
  8119. return; //Again invalid item....
  8120. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8121. clif_item_repaireffect(sd,item->nameid,1);
  8122. return;
  8123. }
  8124. if (itemdb_type(item->nameid)==4)
  8125. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8126. else
  8127. material = materials [2]; // Armors consume 1 Steel
  8128. if (pc_search_inventory(sd,material) < 0 ) {
  8129. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8130. return;
  8131. }
  8132. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8133. item->attribute=0;
  8134. clif_equiplist(target_sd);
  8135. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8136. clif_item_repaireffect(sd,item->nameid,0);
  8137. if(sd!=target_sd)
  8138. clif_item_repaireffect(target_sd,item->nameid,0);
  8139. }
  8140. /*==========================================
  8141. * Item Appraisal
  8142. *------------------------------------------
  8143. */
  8144. void skill_identify (struct map_session_data *sd, int idx)
  8145. {
  8146. int flag=1;
  8147. nullpo_retv(sd);
  8148. if(idx >= 0 && idx < MAX_INVENTORY) {
  8149. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8150. flag=0;
  8151. sd->status.inventory[idx].identify=1;
  8152. }
  8153. }
  8154. clif_item_identified(sd,idx,flag);
  8155. }
  8156. /*==========================================
  8157. * Weapon Refine [Celest]
  8158. *------------------------------------------
  8159. */
  8160. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8161. {
  8162. int i = 0, ep = 0, per;
  8163. int material[5] = { 0, 1010, 1011, 984, 984 };
  8164. struct item *item;
  8165. nullpo_retv(sd);
  8166. if (idx >= 0 && idx < MAX_INVENTORY) {
  8167. struct item_data *ditem = sd->inventory_data[idx];
  8168. item = &sd->status.inventory[idx];
  8169. if(item->nameid > 0 && ditem->type == 4) {
  8170. if (item->refine >= sd->menuskill_lv ||
  8171. item->refine >= MAX_REFINE || // if it's no longer refineable
  8172. ditem->flag.no_refine || // if the item isn't refinable
  8173. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8174. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8175. return;
  8176. }
  8177. per = percentrefinery [ditem->wlv][(int)item->refine];
  8178. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8179. pc_delitem(sd, i, 1, 0);
  8180. if (per > rand() % 100) {
  8181. item->refine++;
  8182. if(item->equip) {
  8183. ep = item->equip;
  8184. pc_unequipitem(sd,idx,3);
  8185. }
  8186. clif_refine(sd->fd,sd,0,idx,item->refine);
  8187. clif_delitem(sd,idx,1);
  8188. clif_additem(sd,idx,1,0);
  8189. if (ep)
  8190. pc_equipitem(sd,idx,ep);
  8191. clif_misceffect(&sd->bl,3);
  8192. if(item->refine == MAX_REFINE &&
  8193. item->card[0] == CARD0_FORGE &&
  8194. MakeDWord(item->card[2],item->card[3]) == sd->char_id)
  8195. { // Fame point system [DracoRPG]
  8196. switch(ditem->wlv){
  8197. case 1:
  8198. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8199. break;
  8200. case 2:
  8201. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8202. break;
  8203. case 3:
  8204. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8205. break;
  8206. }
  8207. }
  8208. } else {
  8209. item->refine = 0;
  8210. if(item->equip)
  8211. pc_unequipitem(sd,idx,3);
  8212. clif_refine(sd->fd,sd,1,idx,item->refine);
  8213. pc_delitem(sd,idx,1,0);
  8214. clif_misceffect(&sd->bl,2);
  8215. clif_emotion(&sd->bl, 23);
  8216. }
  8217. }
  8218. }
  8219. }
  8220. /*==========================================
  8221. *
  8222. *------------------------------------------
  8223. */
  8224. int skill_autospell (struct map_session_data *sd, int skillid)
  8225. {
  8226. int skilllv;
  8227. int maxlv=1,lv;
  8228. nullpo_retr(0, sd);
  8229. skilllv = sd->menuskill_lv;
  8230. lv=pc_checkskill(sd,skillid);
  8231. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8232. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8233. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8234. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8235. maxlv =10; //Soul Linker bonus. [Skotlex]
  8236. else if(skilllv==2) maxlv=1;
  8237. else if(skilllv==3) maxlv=2;
  8238. else if(skilllv>=4) maxlv=3;
  8239. }
  8240. else if(skillid==MG_SOULSTRIKE){
  8241. if(skilllv==5) maxlv=1;
  8242. else if(skilllv==6) maxlv=2;
  8243. else if(skilllv>=7) maxlv=3;
  8244. }
  8245. else if(skillid==MG_FIREBALL){
  8246. if(skilllv==8) maxlv=1;
  8247. else if(skilllv>=9) maxlv=2;
  8248. }
  8249. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8250. else return 0;
  8251. if(maxlv > lv)
  8252. maxlv = lv;
  8253. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8254. skill_get_time(SA_AUTOSPELL,skilllv));
  8255. return 0;
  8256. }
  8257. /*==========================================
  8258. * Sitting skills functions.
  8259. *------------------------------------------
  8260. */
  8261. static int skill_sit_count (struct block_list *bl, va_list ap)
  8262. {
  8263. struct map_session_data *sd;
  8264. int type =va_arg(ap,int);
  8265. sd=(struct map_session_data*)bl;
  8266. if(!pc_issit(sd))
  8267. return 0;
  8268. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8269. return 1;
  8270. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8271. return 1;
  8272. return 0;
  8273. }
  8274. static int skill_sit_in (struct block_list *bl, va_list ap)
  8275. {
  8276. struct map_session_data *sd;
  8277. int type =va_arg(ap,int);
  8278. sd=(struct map_session_data*)bl;
  8279. if(!pc_issit(sd))
  8280. return 0;
  8281. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8282. sd->state.gangsterparadise=1;
  8283. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8284. {
  8285. sd->state.rest=1;
  8286. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8287. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8288. }
  8289. return 0;
  8290. }
  8291. static int skill_sit_out (struct block_list *bl, va_list ap)
  8292. {
  8293. struct map_session_data *sd;
  8294. int type =va_arg(ap,int);
  8295. sd=(struct map_session_data*)bl;
  8296. if(sd->state.gangsterparadise && type&1)
  8297. sd->state.gangsterparadise=0;
  8298. if(sd->state.rest && type&2) {
  8299. sd->state.rest=0;
  8300. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8301. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8302. }
  8303. return 0;
  8304. }
  8305. int skill_sit (struct map_session_data *sd, int type)
  8306. {
  8307. int flag = 0;
  8308. int range = 0, lv;
  8309. nullpo_retr(0, sd);
  8310. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8311. flag|=1;
  8312. range = skill_get_splash(RG_GANGSTER, lv);
  8313. }
  8314. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8315. flag|=2;
  8316. range = skill_get_splash(TK_HPTIME, lv);
  8317. }
  8318. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8319. flag|=2;
  8320. range = skill_get_splash(TK_SPTIME, lv);
  8321. }
  8322. if (!flag) return 0;
  8323. if(type) {
  8324. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8325. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8326. return 0;
  8327. } else {
  8328. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8329. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8330. return 0;
  8331. }
  8332. return 0;
  8333. }
  8334. /*==========================================
  8335. *
  8336. *------------------------------------------
  8337. */
  8338. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8339. {
  8340. struct block_list *src;
  8341. int skillnum,skilllv;
  8342. unsigned int tick;
  8343. nullpo_retr(0, bl);
  8344. nullpo_retr(0, ap);
  8345. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8346. skillnum=va_arg(ap,int);
  8347. skilllv=va_arg(ap,int);
  8348. if(skilllv <= 0) return 0;
  8349. tick=va_arg(ap,unsigned int);
  8350. if (src == bl || status_isdead(bl))
  8351. return 0;
  8352. if (bl->type == BL_PC) {
  8353. struct map_session_data *sd = (struct map_session_data *)bl;
  8354. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8355. return 0;
  8356. }
  8357. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8358. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8359. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8360. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8361. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8362. return 0;
  8363. }
  8364. /*==========================================
  8365. *
  8366. *------------------------------------------
  8367. */
  8368. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8369. {
  8370. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8371. int size = range*2+1;
  8372. for (i=0;i<size*size;i++) {
  8373. x = src->bl.x+(i%size-range);
  8374. y = src->bl.y+(i/size-range);
  8375. map_setcell(src->bl.m,x,y,flag);
  8376. }
  8377. }
  8378. /*==========================================
  8379. * Sets a map cell around the caster, according to the skill's splash range.
  8380. *------------------------------------------
  8381. */
  8382. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8383. {
  8384. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8385. int size = range*2+1;
  8386. for (i=0;i<size*size;i++) {
  8387. x = src->x+(i%size-range);
  8388. y = src->y+(i/size-range);
  8389. map_setcell(src->m,x,y,flag);
  8390. }
  8391. }
  8392. /*==========================================
  8393. *
  8394. *------------------------------------------
  8395. */
  8396. int skill_attack_area (struct block_list *bl, va_list ap)
  8397. {
  8398. struct block_list *src,*dsrc;
  8399. int atk_type,skillid,skilllv,flag,type;
  8400. unsigned int tick;
  8401. if(status_isdead(bl))
  8402. return 0;
  8403. atk_type = va_arg(ap,int);
  8404. src=va_arg(ap,struct block_list*);
  8405. dsrc=va_arg(ap,struct block_list*);
  8406. skillid=va_arg(ap,int);
  8407. skilllv=va_arg(ap,int);
  8408. tick=va_arg(ap,unsigned int);
  8409. flag=va_arg(ap,int);
  8410. type=va_arg(ap,int);
  8411. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8412. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8413. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8414. !status_check_skilluse(NULL, bl, skillid, 2))
  8415. return 0;
  8416. if (skillid == WZ_FROSTNOVA) //Only skill that doesn't requires the animation to be removed :X
  8417. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8418. //Area-splash, disable skill animation.
  8419. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8420. }
  8421. /*==========================================
  8422. *
  8423. *------------------------------------------
  8424. */
  8425. int skill_clear_group (struct block_list *bl, int flag)
  8426. {
  8427. struct unit_data *ud = unit_bl2ud(bl);
  8428. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8429. int i, count=0;
  8430. nullpo_retr(0, bl);
  8431. if (!ud) return 0;
  8432. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8433. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8434. {
  8435. switch (ud->skillunit[i]->skill_id) {
  8436. case SA_DELUGE:
  8437. case SA_VOLCANO:
  8438. case SA_VIOLENTGALE:
  8439. case SA_LANDPROTECTOR:
  8440. case NJ_SUITON:
  8441. case NJ_KAENSIN:
  8442. if (flag&1)
  8443. group[count++]= ud->skillunit[i];
  8444. break;
  8445. default:
  8446. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8447. group[count++]= ud->skillunit[i];
  8448. break;
  8449. }
  8450. }
  8451. for (i=0;i<count;i++)
  8452. skill_delunitgroup(bl, group[i], 1);
  8453. return count;
  8454. }
  8455. /*==========================================
  8456. * Returns the first element field found [Skotlex]
  8457. *------------------------------------------
  8458. */
  8459. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8460. {
  8461. struct unit_data *ud = unit_bl2ud(bl);
  8462. int i;
  8463. nullpo_retr(0, bl);
  8464. if (!ud) return NULL;
  8465. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8466. switch (ud->skillunit[i]->skill_id) {
  8467. case SA_DELUGE:
  8468. case SA_VOLCANO:
  8469. case SA_VIOLENTGALE:
  8470. case SA_LANDPROTECTOR:
  8471. case NJ_SUITON:
  8472. return ud->skillunit[i];
  8473. }
  8474. }
  8475. return NULL;
  8476. }
  8477. // for graffiti cleaner [Valaris]
  8478. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8479. {
  8480. struct skill_unit *unit=NULL;
  8481. nullpo_retr(0, bl);
  8482. nullpo_retr(0, ap);
  8483. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8484. return 0;
  8485. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8486. skill_delunit(unit, 1);
  8487. return 0;
  8488. }
  8489. int skill_greed (struct block_list *bl, va_list ap)
  8490. {
  8491. struct block_list *src;
  8492. struct map_session_data *sd=NULL;
  8493. struct flooritem_data *fitem=NULL;
  8494. nullpo_retr(0, bl);
  8495. nullpo_retr(0, ap);
  8496. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8497. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8498. pc_takeitem(sd, fitem);
  8499. return 0;
  8500. }
  8501. /*==========================================
  8502. *
  8503. *------------------------------------------
  8504. */
  8505. int skill_landprotector (struct block_list *bl, va_list ap)
  8506. {
  8507. int skillid;
  8508. int *alive;
  8509. struct skill_unit *unit;
  8510. struct block_list *src;
  8511. skillid = va_arg(ap,int);
  8512. alive = va_arg(ap,int *);
  8513. src = va_arg(ap,struct block_list *);
  8514. unit = (struct skill_unit *)bl;
  8515. if (unit == NULL || unit->group == NULL)
  8516. return 0;
  8517. switch (skillid)
  8518. {
  8519. case SA_LANDPROTECTOR:
  8520. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8521. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8522. { //Check for offensive Land Protector to delete both. [Skotlex]
  8523. (*alive) = 0;
  8524. skill_delunit(unit, 1);
  8525. return 1;
  8526. }
  8527. //Delete the rest of types.
  8528. case HW_GANBANTEIN:
  8529. if(!unit->group->state.song_dance)
  8530. { //It deletes everything except songs/dances/encores.
  8531. skill_delunit(unit, 1);
  8532. return 1;
  8533. }
  8534. break;
  8535. case SA_VOLCANO:
  8536. case SA_DELUGE:
  8537. case SA_VIOLENTGALE:
  8538. // Suiton/Kaensin CAN super-impose on each another.
  8539. // case NJ_SUITON:
  8540. // case NJ_KAENSIN:
  8541. switch (unit->group->skill_id)
  8542. { //These cannot override each other.
  8543. case SA_VOLCANO:
  8544. case SA_DELUGE:
  8545. case SA_VIOLENTGALE:
  8546. // case NJ_SUITON:
  8547. // case NJ_KAENSIN:
  8548. (*alive) = 0;
  8549. return 1;
  8550. }
  8551. break;
  8552. case HP_BASILICA:
  8553. if (unit->group->skill_id == HP_BASILICA)
  8554. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8555. (*alive) = 0;
  8556. return 1;
  8557. }
  8558. break;
  8559. }
  8560. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8561. !(skill_get_unit_flag(skillid)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)))
  8562. { //Block stuff from being placed on an LP except for song/dances
  8563. (*alive) = 0;
  8564. return 1;
  8565. }
  8566. return 0;
  8567. }
  8568. /*==========================================
  8569. * variation of skill_landprotector
  8570. *------------------------------------------
  8571. */
  8572. int skill_ganbatein (struct block_list *bl, va_list ap)
  8573. {
  8574. struct skill_unit *unit;
  8575. nullpo_retr(0, bl);
  8576. nullpo_retr(0, ap);
  8577. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8578. return 0;
  8579. if (unit->group->state.song_dance)
  8580. return 0; //Don't touch song/dance/ensemble.
  8581. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8582. skill_delunit(unit, 1);
  8583. else skill_delunitgroup(NULL, unit->group, 1);
  8584. return 1;
  8585. }
  8586. /*==========================================
  8587. *
  8588. *------------------------------------------
  8589. */
  8590. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8591. {
  8592. struct mob_data* md;
  8593. struct unit_data*ud = unit_bl2ud(bl);
  8594. struct block_list *from_bl;
  8595. struct block_list *to_bl;
  8596. md = (struct mob_data*)bl;
  8597. from_bl = va_arg(ap,struct block_list *);
  8598. to_bl = va_arg(ap,struct block_list *);
  8599. if(ud && ud->target == from_bl->id)
  8600. ud->target = to_bl->id;
  8601. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8602. md->target_id = to_bl->id;
  8603. return 0;
  8604. }
  8605. /*==========================================
  8606. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8607. *------------------------------------------
  8608. */
  8609. int skill_count_target (struct block_list *bl, va_list ap)
  8610. {
  8611. struct block_list *src = va_arg(ap,struct block_list *);
  8612. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8613. return 1;
  8614. return 0;
  8615. }
  8616. /*==========================================
  8617. *
  8618. *------------------------------------------
  8619. */
  8620. int skill_trap_splash (struct block_list *bl, va_list ap)
  8621. {
  8622. struct block_list *src;
  8623. int tick;
  8624. struct skill_unit *unit;
  8625. struct skill_unit_group *sg;
  8626. struct block_list *ss;
  8627. int i,count;
  8628. src = va_arg(ap,struct block_list *);
  8629. unit = (struct skill_unit *)src;
  8630. tick = va_arg(ap,int);
  8631. count = va_arg(ap,int);
  8632. nullpo_retr(0, sg = unit->group);
  8633. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8634. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8635. return 0;
  8636. switch(sg->unit_id){
  8637. case UNT_SHOCKWAVE:
  8638. case UNT_SANDMAN:
  8639. case UNT_FLASHER:
  8640. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8641. break;
  8642. case UNT_BLASTMINE:
  8643. case UNT_CLAYMORETRAP:
  8644. //Special property: Each target is hit N times (N = number of targets on splash area)
  8645. if (!count) count = 1;
  8646. for(i=0;i<count;i++)
  8647. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8648. break;
  8649. case UNT_FREEZINGTRAP:
  8650. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8651. break;
  8652. case UNT_GROUNDDRIFT_WIND:
  8653. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8654. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8655. break;
  8656. case UNT_GROUNDDRIFT_DARK:
  8657. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8658. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8659. break;
  8660. case UNT_GROUNDDRIFT_POISON:
  8661. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8662. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8663. break;
  8664. case UNT_GROUNDDRIFT_WATER:
  8665. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8666. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8667. break;
  8668. case UNT_GROUNDDRIFT_FIRE:
  8669. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8670. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv));
  8671. break;
  8672. default:
  8673. return 0;
  8674. }
  8675. return 1;
  8676. }
  8677. /*==========================================
  8678. *
  8679. *------------------------------------------
  8680. */
  8681. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8682. {
  8683. struct status_change *sc;
  8684. nullpo_retr(0, bl);
  8685. nullpo_retr(0, sc= status_get_sc(bl));
  8686. if (!sc->count) return 0;
  8687. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8688. status_change_end(bl, SC_ENCPOISON, -1);
  8689. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8690. status_change_end(bl, SC_ASPERSIO, -1);
  8691. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8692. status_change_end(bl, SC_FIREWEAPON, -1);
  8693. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8694. status_change_end(bl, SC_WATERWEAPON, -1);
  8695. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8696. status_change_end(bl, SC_WINDWEAPON, -1);
  8697. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8698. status_change_end(bl, SC_EARTHWEAPON, -1);
  8699. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8700. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8701. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8702. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8703. return 0;
  8704. }
  8705. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8706. {
  8707. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8708. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8709. int end = 1,i;
  8710. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8711. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8712. { //Check for walls.
  8713. for (i = 0; i < 8; i++)
  8714. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8715. {
  8716. end = 0;
  8717. break;
  8718. }
  8719. } else
  8720. end = 0; //No wall check.
  8721. if(end){
  8722. if (sc->data[SC_CLOAKING].timer != -1) {
  8723. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8724. status_change_end(bl, SC_CLOAKING, -1);
  8725. else if(sc->data[SC_CLOAKING].val4&1)
  8726. { //Remove wall bonus
  8727. sc->data[SC_CLOAKING].val4&=~1;
  8728. status_calc_bl(bl,SCB_SPEED);
  8729. }
  8730. }
  8731. }
  8732. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8733. { //Add wall speed bonus
  8734. sc->data[SC_CLOAKING].val4|=1;
  8735. status_calc_bl(bl,SCB_SPEED);
  8736. }
  8737. return end;
  8738. }
  8739. /*
  8740. *----------------------------------------------------------------------------
  8741. *
  8742. *----------------------------------------------------------------------------
  8743. */
  8744. /*==========================================
  8745. *
  8746. *
  8747. *------------------------------------------
  8748. */
  8749. void skill_stop_dancing (struct block_list *src)
  8750. {
  8751. struct status_change* sc;
  8752. struct skill_unit_group* group;
  8753. struct map_session_data* dsd = NULL;
  8754. nullpo_retv(src);
  8755. nullpo_retv(sc = status_get_sc(src));
  8756. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8757. return;
  8758. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8759. sc->data[SC_DANCING].val2 = 0;
  8760. if (sc->data[SC_DANCING].val4)
  8761. {
  8762. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8763. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8764. sc->data[SC_DANCING].val4 = 0;
  8765. }
  8766. status_change_end(src, SC_DANCING, -1);
  8767. if (dsd)
  8768. {
  8769. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8770. status_change_end(&dsd->bl, SC_DANCING, -1);
  8771. }
  8772. if (group)
  8773. skill_delunitgroup(NULL, group, 0);
  8774. }
  8775. /*==========================================
  8776. *
  8777. *------------------------------------------
  8778. */
  8779. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8780. {
  8781. struct skill_unit *unit;
  8782. nullpo_retr(NULL, group);
  8783. nullpo_retr(NULL, unit=&group->unit[idx]);
  8784. if(!unit->alive)
  8785. group->alive_count++;
  8786. unit->bl.id=map_addobject(&unit->bl);
  8787. unit->bl.type=BL_SKILL;
  8788. unit->bl.m=group->map;
  8789. unit->bl.x=x;
  8790. unit->bl.y=y;
  8791. unit->group=group;
  8792. unit->alive=1;
  8793. unit->val1=val1;
  8794. unit->val2=val2;
  8795. map_addblock(&unit->bl);
  8796. switch (group->skill_id) {
  8797. case AL_PNEUMA:
  8798. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8799. break;
  8800. case MG_SAFETYWALL:
  8801. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8802. break;
  8803. case SA_LANDPROTECTOR:
  8804. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8805. break;
  8806. case HP_BASILICA:
  8807. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8808. break;
  8809. case WZ_ICEWALL:
  8810. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8811. break;
  8812. default:
  8813. if (group->state.song_dance&0x1) //Check for dissonance.
  8814. skill_dance_overlap(unit, 1);
  8815. break;
  8816. }
  8817. clif_skill_setunit(unit);
  8818. return unit;
  8819. }
  8820. /*==========================================
  8821. * if flag =1 -> forced removal, 0 is for natural expiration.
  8822. *------------------------------------------
  8823. */
  8824. int skill_delunit (struct skill_unit *unit, int flag)
  8825. {
  8826. struct skill_unit_group *group;
  8827. nullpo_retr(0, unit);
  8828. if(!unit->alive)
  8829. return 0;
  8830. nullpo_retr(0, group=unit->group);
  8831. skill_unit_onlimit( unit,gettick(), flag);
  8832. if (group->state.song_dance&0x1) //Restore dissonance effect.
  8833. skill_dance_overlap(unit, 0);
  8834. if (!unit->range) {
  8835. map_foreachincell(skill_unit_effect,unit->bl.m,
  8836. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8837. }
  8838. switch (group->skill_id) {
  8839. case AL_PNEUMA:
  8840. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8841. break;
  8842. case MG_SAFETYWALL:
  8843. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8844. break;
  8845. case SA_LANDPROTECTOR:
  8846. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8847. break;
  8848. case HP_BASILICA:
  8849. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8850. break;
  8851. case WZ_ICEWALL:
  8852. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8853. break;
  8854. }
  8855. clif_skill_delunit(unit);
  8856. unit->group=NULL;
  8857. unit->alive=0;
  8858. map_delobjectnofree(unit->bl.id);
  8859. if(--group->alive_count==0)
  8860. skill_delunitgroup(NULL, group, 0);
  8861. return 0;
  8862. }
  8863. /*==========================================
  8864. *
  8865. *------------------------------------------
  8866. */
  8867. static int skill_unit_group_newid = MAX_SKILL_DB;
  8868. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8869. {
  8870. struct unit_data *ud = unit_bl2ud(src);
  8871. struct skill_unit_group *group=NULL;
  8872. int i;
  8873. if(skilllv <= 0) return 0;
  8874. nullpo_retr(NULL, src);
  8875. nullpo_retr(NULL, ud);
  8876. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8877. if(i == MAX_SKILLUNITGROUP) {
  8878. int j=0;
  8879. unsigned maxdiff=0,x,tick=gettick();
  8880. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8881. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8882. maxdiff=x;
  8883. j=i;
  8884. }
  8885. skill_delunitgroup(src, ud->skillunit[j], 1);
  8886. //Since elements must have shifted, we use the last slot.
  8887. i = MAX_SKILLUNITGROUP-1;
  8888. }
  8889. if (!ud->skillunit[i])
  8890. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8891. group=ud->skillunit[i];
  8892. group->src_id=src->id;
  8893. group->party_id=status_get_party_id(src);
  8894. group->guild_id=status_get_guild_id(src);
  8895. group->group_id=skill_unit_group_newid++;
  8896. if(skill_unit_group_newid<=0)
  8897. skill_unit_group_newid = MAX_SKILL_DB;
  8898. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8899. group->unit_count=count;
  8900. group->alive_count=0;
  8901. group->val1=group->val2=group->val3=0;
  8902. group->skill_id=skillid;
  8903. group->skill_lv=skilllv;
  8904. group->unit_id=unit_id;
  8905. group->map=src->m;
  8906. group->limit=limit;
  8907. group->interval=interval;
  8908. group->tick=gettick();
  8909. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8910. group->tick += 1500;
  8911. group->valstr=NULL;
  8912. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8913. if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  8914. struct map_session_data *sd = NULL;
  8915. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8916. sd->skillid_dance=skillid;
  8917. sd->skilllv_dance=skilllv;
  8918. }
  8919. sc_start4(src,SC_DANCING,100,skillid,(int)group,skilllv,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8920. if (sd && i&UF_ENSEMBLE &&
  8921. battle_config.player_skill_partner_check &&
  8922. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8923. ) {
  8924. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8925. }
  8926. }
  8927. return group;
  8928. }
  8929. /*==========================================
  8930. * If flag, this is a forced deletion, otherwise it's natural expiration.
  8931. *------------------------------------------
  8932. */
  8933. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group, int flag)
  8934. {
  8935. struct unit_data *ud;
  8936. int i,j;
  8937. nullpo_retr(0, group);
  8938. if (!src) src=map_id2bl(group->src_id);
  8939. ud = unit_bl2ud(src);
  8940. if(!src || !ud) {
  8941. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8942. return 0;
  8943. }
  8944. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8945. {
  8946. struct status_change* sc = status_get_sc(src);
  8947. if (sc && sc->data[SC_DANCING].timer != -1)
  8948. {
  8949. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8950. status_change_end(src,SC_DANCING,-1);
  8951. }
  8952. }
  8953. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8954. struct status_change *sc = status_get_sc(src);
  8955. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8956. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8957. status_change_end(src,SC_GOSPEL,-1);
  8958. }
  8959. }
  8960. if (group->skill_id == SG_SUN_WARM ||
  8961. group->skill_id == SG_MOON_WARM ||
  8962. group->skill_id == SG_STAR_WARM) {
  8963. struct status_change *sc = status_get_sc(src);
  8964. if(sc && sc->data[SC_WARM].timer != -1) {
  8965. sc->data[SC_WARM].val4 = 0;
  8966. status_change_end(src,SC_WARM,-1);
  8967. }
  8968. }
  8969. if (src->type==BL_PC && group->state.ammo_consume)
  8970. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8971. group->alive_count=0;
  8972. if(group->unit!=NULL){
  8973. for(i=0;i<group->unit_count;i++)
  8974. if(group->unit[i].alive)
  8975. skill_delunit(&group->unit[i], flag);
  8976. }
  8977. if(group->valstr!=NULL){
  8978. aFree(group->valstr);
  8979. group->valstr=NULL;
  8980. }
  8981. map_freeblock(&group->unit->bl);
  8982. group->unit=NULL;
  8983. group->group_id=0;
  8984. group->unit_count=0;
  8985. //Locate and clear this unit from the array.
  8986. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8987. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8988. j--;
  8989. if (i<MAX_SKILLUNITGROUP) {
  8990. ud->skillunit[i] = ud->skillunit[j];
  8991. ud->skillunit[j] = NULL;
  8992. ers_free(skill_unit_ers, group);
  8993. } else
  8994. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8995. return 1;
  8996. }
  8997. /*==========================================
  8998. *
  8999. *------------------------------------------
  9000. */
  9001. int skill_clear_unitgroup (struct block_list *src)
  9002. {
  9003. struct unit_data *ud = unit_bl2ud(src);
  9004. nullpo_retr(0, ud);
  9005. while (ud->skillunit[0])
  9006. skill_delunitgroup(src, ud->skillunit[0], 1);
  9007. return 1;
  9008. }
  9009. /*==========================================
  9010. *
  9011. *------------------------------------------
  9012. */
  9013. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9014. {
  9015. int i,j=-1,k,s,id;
  9016. struct unit_data *ud;
  9017. struct skill_unit_group_tickset *set;
  9018. nullpo_retr(0, bl);
  9019. if (group->interval==-1)
  9020. return NULL;
  9021. ud = unit_bl2ud(bl);
  9022. if (!ud) return NULL;
  9023. set = ud->skillunittick;
  9024. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9025. id = s = group->skill_id;
  9026. else
  9027. id = s = group->group_id;
  9028. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9029. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9030. if (set[k].id == id)
  9031. return &set[k];
  9032. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9033. j=k;
  9034. }
  9035. if (j == -1) {
  9036. if(battle_config.error_log) {
  9037. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9038. }
  9039. j = id % MAX_SKILLUNITGROUPTICKSET;
  9040. }
  9041. set[j].id = id;
  9042. set[j].tick = tick;
  9043. return &set[j];
  9044. }
  9045. /*==========================================
  9046. *
  9047. *------------------------------------------
  9048. */
  9049. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  9050. {
  9051. struct skill_unit *unit;
  9052. struct skill_unit_group *group;
  9053. unsigned int tick;
  9054. unit = va_arg(ap,struct skill_unit *);
  9055. tick = va_arg(ap,unsigned int);
  9056. if (!unit->alive || bl->prev==NULL)
  9057. return 0;
  9058. nullpo_retr(0, group=unit->group);
  9059. if (skill_get_type(group->skill_id)==BF_MAGIC
  9060. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9061. return 0; //AoE skills are ineffective. [Skotlex]
  9062. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9063. return 0;
  9064. skill_unit_onplace_timer(unit,bl,tick);
  9065. return 1;
  9066. }
  9067. /*==========================================
  9068. *
  9069. *------------------------------------------
  9070. */
  9071. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9072. {
  9073. struct skill_unit *unit;
  9074. struct skill_unit_group *group;
  9075. unsigned int tick;
  9076. int flag;
  9077. unit=(struct skill_unit *)bl;
  9078. tick=va_arg(ap,unsigned int);
  9079. if(!unit->alive)
  9080. return 0;
  9081. group=unit->group;
  9082. nullpo_retr(0, group);
  9083. flag = skill_dance_switch(unit, group, 0);
  9084. if (unit->range>=0 && group->interval!=-1) {
  9085. if (battle_config.skill_wall_check)
  9086. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9087. group->bl_flag,bl,tick);
  9088. else
  9089. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9090. group->bl_flag,bl,tick);
  9091. if (!unit->alive)
  9092. {
  9093. if (flag)
  9094. skill_dance_switch(unit, group, 1);
  9095. return 0;
  9096. }
  9097. }
  9098. if (flag)
  9099. skill_dance_switch(unit, group, 1);
  9100. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9101. switch(group->unit_id){
  9102. case UNT_BLASTMINE:
  9103. group->unit_id = UNT_USED_TRAPS;
  9104. clif_changetraplook(bl, UNT_USED_TRAPS);
  9105. group->limit=DIFF_TICK(tick+1500,group->tick);
  9106. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9107. break;
  9108. case UNT_SKIDTRAP:
  9109. case UNT_ANKLESNARE:
  9110. case UNT_LANDMINE:
  9111. case UNT_SHOCKWAVE:
  9112. case UNT_SANDMAN:
  9113. case UNT_FLASHER:
  9114. case UNT_FREEZINGTRAP:
  9115. case UNT_CLAYMORETRAP:
  9116. case UNT_TALKIEBOX:
  9117. {
  9118. struct block_list *src=map_id2bl(group->src_id);
  9119. if(src && src->type==BL_PC && !group->state.into_abyss)
  9120. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9121. struct item item_tmp;
  9122. malloc_set(&item_tmp,0,sizeof(item_tmp));
  9123. item_tmp.nameid=1065;
  9124. item_tmp.identify=1;
  9125. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9126. }
  9127. skill_delunit(unit, 0);
  9128. }
  9129. break;
  9130. case 0xc1:
  9131. case 0xc2:
  9132. case 0xc3:
  9133. case 0xc4:
  9134. {
  9135. struct block_list *src=map_id2bl(group->src_id);
  9136. if (src)
  9137. group->tick = tick;
  9138. }
  9139. break;
  9140. default:
  9141. skill_delunit(unit, 0);
  9142. }
  9143. }
  9144. if(group->unit_id == UNT_ICEWALL) {
  9145. unit->val1 -= 5;
  9146. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9147. unit->limit = DIFF_TICK(tick+700,group->tick);
  9148. } else
  9149. if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0)
  9150. { //Disable processed cell.
  9151. unit->range = -1;
  9152. if (--group->val1 <= 0)
  9153. { //All tiles were processed, disable skill.
  9154. group->target_flag=BCT_NOONE;
  9155. group->bl_flag= BL_NUL;
  9156. }
  9157. }
  9158. return 0;
  9159. }
  9160. /*==========================================
  9161. *
  9162. *------------------------------------------
  9163. */
  9164. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9165. {
  9166. map_freeblock_lock();
  9167. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9168. map_freeblock_unlock();
  9169. return 0;
  9170. }
  9171. /*==========================================
  9172. *
  9173. *------------------------------------------
  9174. */
  9175. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9176. {
  9177. struct skill_unit *unit = (struct skill_unit *)bl;
  9178. struct skill_unit_group *group;
  9179. struct block_list *target;
  9180. unsigned int tick,flag,result;
  9181. int skill_id;
  9182. target=va_arg(ap,struct block_list*);
  9183. tick = va_arg(ap,unsigned int);
  9184. flag = va_arg(ap,int);
  9185. nullpo_retr(0, group=unit->group);
  9186. if (!unit->alive || target->prev==NULL)
  9187. return 0;
  9188. if (skill_dance_switch(unit, group, 0))
  9189. flag|=64; //Signal to remember to restore it.
  9190. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9191. skill_id = unit->group->skill_id;
  9192. if (unit->group->interval!=-1 &&
  9193. !(skill_get_unit_flag(skill_id)&UF_DUALMODE))
  9194. { //Skills in dual mode have to trigger both. [Skotlex]
  9195. if (flag&64)
  9196. skill_dance_switch(unit, group, 1);
  9197. return 0;
  9198. }
  9199. //Target-type check.
  9200. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
  9201. {
  9202. if(group->src_id == target->id && group->state.song_dance&0x2)
  9203. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9204. if (flag&1)
  9205. {
  9206. if (flag&2)
  9207. { //Clear skill ids we have stored in onout.
  9208. int i;
  9209. for(i=0; i<8 && skill_unit_temp[i]!=skill_id; i++);
  9210. if (i<8)
  9211. skill_unit_temp[i] = 0;
  9212. }
  9213. }
  9214. else
  9215. {
  9216. if (flag&2 && skill_unit_index < 7) //Store this unit id.
  9217. skill_unit_temp[skill_unit_index++] = skill_id;
  9218. }
  9219. if (flag&4)
  9220. skill_unit_onleft(skill_id,target,tick);
  9221. }
  9222. if (flag&64)
  9223. skill_dance_switch(unit, group, 1);
  9224. return 0;
  9225. }
  9226. if (flag&1)
  9227. {
  9228. result = skill_unit_onplace(unit,target,tick);
  9229. if (flag&2 && result)
  9230. { //Clear skill ids we have stored in onout.
  9231. int i;
  9232. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9233. if (i<8)
  9234. skill_unit_temp[i] = 0;
  9235. }
  9236. }
  9237. else
  9238. {
  9239. result = skill_unit_onout(unit,target,tick);
  9240. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9241. skill_unit_temp[skill_unit_index++] = result;
  9242. }
  9243. //TODO: Normally, this is dangerous since the unit and group could be freed
  9244. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9245. //cells do not get deleted within them. [Skotlex]
  9246. if (flag&64)
  9247. skill_dance_switch(unit, group, 1);
  9248. if (flag&4)
  9249. skill_unit_onleft(skill_id,target,tick);
  9250. return 1;
  9251. }
  9252. /*==========================================
  9253. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9254. * Flag values:
  9255. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9256. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9257. * units to figure out when they have left a group.
  9258. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9259. *------------------------------------------
  9260. */
  9261. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9262. {
  9263. nullpo_retr(0, bl);
  9264. if(bl->prev==NULL )
  9265. return 0;
  9266. if (flag&2 && !(flag&1))
  9267. { //Onout, clear data
  9268. malloc_tsetdword (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9269. skill_unit_index=0;
  9270. }
  9271. map_foreachincell(skill_unit_move_sub,
  9272. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9273. if (flag&2 && flag&1)
  9274. { //Onplace, check any skill units you have left.
  9275. int i;
  9276. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9277. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9278. }
  9279. return 0;
  9280. }
  9281. /*==========================================
  9282. *
  9283. *------------------------------------------
  9284. */
  9285. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9286. {
  9287. int i,j;
  9288. unsigned int tick = gettick();
  9289. int *m_flag;
  9290. struct skill_unit *unit1;
  9291. struct skill_unit *unit2;
  9292. nullpo_retr(0, group);
  9293. if (group->unit_count<=0)
  9294. return 0;
  9295. if (group->unit==NULL)
  9296. return 0;
  9297. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9298. return 0;
  9299. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9300. // m_flag
  9301. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9302. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9303. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9304. // 3: Both 1+2.
  9305. for(i=0;i<group->unit_count;i++){
  9306. unit1=&group->unit[i];
  9307. if (!unit1->alive || unit1->bl.m!=m)
  9308. continue;
  9309. for(j=0;j<group->unit_count;j++){
  9310. unit2=&group->unit[j];
  9311. if (!unit2->alive)
  9312. continue;
  9313. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9314. m_flag[i] |= 0x1;
  9315. }
  9316. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9317. m_flag[i] |= 0x2;
  9318. }
  9319. }
  9320. }
  9321. j = 0;
  9322. for (i=0;i<group->unit_count;i++) {
  9323. unit1=&group->unit[i];
  9324. if (!unit1->alive)
  9325. continue;
  9326. if (!(m_flag[i]&0x2)) {
  9327. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9328. skill_dance_overlap(unit1, 0);
  9329. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9330. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9331. }
  9332. //Move Cell using "smart" criteria (avoid useless moving around)
  9333. switch(m_flag[i])
  9334. {
  9335. case 0:
  9336. //Cell moves independently, safely move it.
  9337. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9338. break;
  9339. case 1:
  9340. //Cell moves unto another cell, look for a replacement cell that won't collide
  9341. //and has no cell moving into it (flag == 2)
  9342. for(;j<group->unit_count;j++)
  9343. {
  9344. if(m_flag[j]!=2 || !group->unit[j].alive)
  9345. continue;
  9346. //Move to where this cell would had moved.
  9347. unit2 = &group->unit[j];
  9348. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9349. j++; //Skip this cell as we have used it.
  9350. break;
  9351. }
  9352. break;
  9353. case 2:
  9354. case 3:
  9355. break; //Don't move the cell as a cell will end on this tile anyway.
  9356. }
  9357. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9358. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9359. skill_dance_overlap(unit1, 1);
  9360. clif_skill_setunit(unit1);
  9361. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9362. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9363. }
  9364. }
  9365. aFree(m_flag);
  9366. return 0;
  9367. }
  9368. /*----------------------------------------------------------------------------
  9369. *
  9370. *----------------------------------------------------------------------------
  9371. */
  9372. /*==========================================
  9373. *
  9374. *------------------------------------------
  9375. */
  9376. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9377. {
  9378. int i,j;
  9379. nullpo_retr(0, sd);
  9380. if(nameid<=0)
  9381. return 0;
  9382. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9383. if(skill_produce_db[i].nameid == nameid )
  9384. break;
  9385. }
  9386. if( i >= MAX_SKILL_PRODUCE_DB )
  9387. return 0;
  9388. if(trigger>=0){
  9389. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9390. if(skill_produce_db[i].itemlv!=trigger)
  9391. return 0;
  9392. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9393. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9394. return 0;
  9395. } else { // Weapon (itemlv must be higher or equal)
  9396. if(skill_produce_db[i].itemlv>trigger)
  9397. return 0;
  9398. }
  9399. }
  9400. if((j=skill_produce_db[i].req_skill)>0 &&
  9401. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9402. return 0;
  9403. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9404. int id,x,y;
  9405. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9406. continue;
  9407. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9408. if(pc_search_inventory(sd,id) < 0)
  9409. return 0;
  9410. }
  9411. else {
  9412. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9413. if( sd->status.inventory[y].nameid == id )
  9414. x+=sd->status.inventory[y].amount;
  9415. if(x<qty*skill_produce_db[i].mat_amount[j])
  9416. return 0;
  9417. }
  9418. }
  9419. return i+1;
  9420. }
  9421. /*==========================================
  9422. *
  9423. *------------------------------------------
  9424. */
  9425. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9426. {
  9427. int slot[3];
  9428. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9429. struct status_data *status;
  9430. nullpo_retr(0, sd);
  9431. status = status_get_status_data(&sd->bl);
  9432. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9433. return 0;
  9434. idx--;
  9435. if (qty < 1)
  9436. qty = 1;
  9437. if (!skill_id) //A skill can be specified for some override cases.
  9438. skill_id = skill_produce_db[idx].req_skill;
  9439. slot[0]=slot1;
  9440. slot[1]=slot2;
  9441. slot[2]=slot3;
  9442. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9443. int j;
  9444. if( slot[i]<=0 )
  9445. continue;
  9446. j = pc_search_inventory(sd,slot[i]);
  9447. if(j < 0)
  9448. continue;
  9449. if(slot[i]==1000){ /* Star Crumb */
  9450. pc_delitem(sd,j,1,1);
  9451. sc++;
  9452. }
  9453. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9454. static const int ele_table[4]={3,1,4,2};
  9455. pc_delitem(sd,j,1,1);
  9456. ele=ele_table[slot[i]-994];
  9457. }
  9458. }
  9459. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9460. int j,id,x;
  9461. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9462. continue;
  9463. x=qty*skill_produce_db[idx].mat_amount[i];
  9464. do{
  9465. int y=0;
  9466. j = pc_search_inventory(sd,id);
  9467. if(j >= 0){
  9468. y = sd->status.inventory[j].amount;
  9469. if(y>x)y=x;
  9470. pc_delitem(sd,j,y,0);
  9471. }else {
  9472. if(battle_config.error_log)
  9473. ShowError("skill_produce_mix: material item error\n");
  9474. }
  9475. x-=y;
  9476. }while( j>=0 && x>0 );
  9477. }
  9478. if((equip=itemdb_isequip(nameid)))
  9479. wlv = itemdb_wlv(nameid);
  9480. if(!equip) {
  9481. switch(skill_id){
  9482. case BS_IRON:
  9483. case BS_STEEL:
  9484. case BS_ENCHANTEDSTONE:
  9485. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9486. i = pc_checkskill(sd,skill_id);
  9487. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9488. switch(nameid){
  9489. case 998: // Iron
  9490. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9491. break;
  9492. case 999: // Steel
  9493. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9494. break;
  9495. case 1000: //Star Crumb
  9496. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9497. break;
  9498. default: // Enchanted Stones
  9499. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9500. break;
  9501. }
  9502. break;
  9503. case ASC_CDP:
  9504. make_per = (2000 + 40*status->dex + 20*status->luk);
  9505. break;
  9506. case AL_HOLYWATER:
  9507. make_per = 100000; //100% success
  9508. break;
  9509. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9510. case AM_TWILIGHT1:
  9511. case AM_TWILIGHT2:
  9512. case AM_TWILIGHT3:
  9513. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9514. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9515. + status->int_*5 + status->dex*10+status->luk*10;
  9516. switch(nameid){
  9517. case 501: // Red Potion
  9518. case 503: // Yellow Potion
  9519. case 504: // White Potion
  9520. case 605: // Anodyne
  9521. case 606: // Aloevera
  9522. make_per += 2000;
  9523. break;
  9524. case 505: // Blue Potion
  9525. make_per -= 500;
  9526. break;
  9527. case 545: // Condensed Red Potion
  9528. case 546: // Condensed Yellow Potion
  9529. case 547: // Condensed White Potion
  9530. make_per -= 1000;
  9531. break;
  9532. case 970: // Alcohol
  9533. make_per += 1000;
  9534. break;
  9535. case 7139: // Glistening Coat
  9536. make_per -= 1000;
  9537. break;
  9538. case 7135: // Bottle Grenade
  9539. case 7136: // Acid Bottle
  9540. case 7137: // Plant Bottle
  9541. case 7138: // Marine Sphere Bottle
  9542. default:
  9543. break;
  9544. }
  9545. if(battle_config.pp_rate != 100)
  9546. make_per = make_per * battle_config.pp_rate / 100;
  9547. break;
  9548. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9549. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9550. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9551. switch(nameid){
  9552. case 12114:
  9553. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9554. if (flag > 0)
  9555. make_per += 1000*flag-500;
  9556. break;
  9557. case 12115:
  9558. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9559. if (flag > 0)
  9560. make_per += 1000*flag-500;
  9561. break;
  9562. case 12116:
  9563. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9564. if (flag > 0)
  9565. make_per += 1000*flag-500;
  9566. break;
  9567. case 12117:
  9568. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9569. if (flag > 0)
  9570. make_per += 1000*flag-500;
  9571. break;
  9572. }
  9573. break;
  9574. default:
  9575. if (sd->menuskill_id == AM_PHARMACY &&
  9576. sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
  9577. { //Assume Cooking Dish
  9578. if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
  9579. make_per = 10000; //100% Success
  9580. else
  9581. make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
  9582. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9583. break;
  9584. }
  9585. make_per = 5000;
  9586. break;
  9587. }
  9588. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9589. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9590. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9591. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9592. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9593. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9594. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9595. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9596. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9597. if(battle_config.wp_rate != 100)
  9598. make_per = make_per * battle_config.wp_rate / 100;
  9599. }
  9600. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9601. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9602. make_per = (make_per * 80) / 100; //Lupus
  9603. if(make_per < 1) make_per = 1;
  9604. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9605. struct item tmp_item;
  9606. malloc_set(&tmp_item,0,sizeof(tmp_item));
  9607. tmp_item.nameid=nameid;
  9608. tmp_item.amount=1;
  9609. tmp_item.identify=1;
  9610. if(equip){
  9611. tmp_item.card[0]=CARD0_FORGE;
  9612. tmp_item.card[1]=((sc*5)<<8)+ele;
  9613. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9614. tmp_item.card[3]=GetWord(sd->char_id,1);
  9615. } else {
  9616. //Flag is only used on the end, so it can be used here. [Skotlex]
  9617. switch (skill_id) {
  9618. case AM_PHARMACY:
  9619. case AM_TWILIGHT1:
  9620. case AM_TWILIGHT2:
  9621. case AM_TWILIGHT3:
  9622. flag = battle_config.produce_potion_name_input;
  9623. break;
  9624. case AL_HOLYWATER:
  9625. flag = battle_config.holywater_name_input;
  9626. break;
  9627. case ASC_CDP:
  9628. flag = battle_config.cdp_name_input;
  9629. break;
  9630. default:
  9631. flag = battle_config.produce_item_name_input;
  9632. break;
  9633. }
  9634. if (flag) {
  9635. tmp_item.card[0]=CARD0_CREATE;
  9636. tmp_item.card[1]=0;
  9637. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9638. tmp_item.card[3]=GetWord(sd->char_id,1);
  9639. }
  9640. }
  9641. // if(log_config.produce > 0)
  9642. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9643. //TODO update PICKLOG
  9644. if(equip){
  9645. clif_produceeffect(sd,0,nameid);
  9646. clif_misceffect(&sd->bl,3);
  9647. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9648. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9649. } else {
  9650. int fame = 0;
  9651. tmp_item.amount = 0;
  9652. for (i=0; i< qty; i++)
  9653. { //Apply quantity modifiers.
  9654. if (rand()%10000 < make_per || qty == 1)
  9655. { //Success
  9656. tmp_item.amount++;
  9657. if(nameid < 545 || nameid > 547)
  9658. continue;
  9659. if(skill_id != AM_PHARMACY &&
  9660. skill_id != AM_TWILIGHT1 &&
  9661. skill_id != AM_TWILIGHT2 &&
  9662. skill_id != AM_TWILIGHT3)
  9663. continue;
  9664. //Add fame as needed.
  9665. switch(++sd->potion_success_counter) {
  9666. case 3:
  9667. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9668. break;
  9669. case 5:
  9670. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9671. break;
  9672. case 7:
  9673. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9674. break;
  9675. case 10:
  9676. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9677. sd->potion_success_counter = 0;
  9678. break;
  9679. }
  9680. } else //Failure
  9681. sd->potion_success_counter = 0;
  9682. }
  9683. if (fame)
  9684. pc_addfame(sd,fame);
  9685. //Visual effects and the like.
  9686. switch (skill_id) {
  9687. case AM_PHARMACY:
  9688. case AM_TWILIGHT1:
  9689. case AM_TWILIGHT2:
  9690. case AM_TWILIGHT3:
  9691. case ASC_CDP:
  9692. clif_produceeffect(sd,2,nameid);
  9693. clif_misceffect(&sd->bl,5);
  9694. break;
  9695. case BS_IRON:
  9696. case BS_STEEL:
  9697. case BS_ENCHANTEDSTONE:
  9698. clif_produceeffect(sd,0,nameid);
  9699. clif_misceffect(&sd->bl,3);
  9700. break;
  9701. default: //Those that don't require a skill?
  9702. if (skill_produce_db[idx].itemlv>10 &&
  9703. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9704. clif_specialeffect(&sd->bl, 608, AREA);
  9705. break;
  9706. }
  9707. }
  9708. if (tmp_item.amount) { //Success
  9709. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9710. clif_additem(sd,0,0,flag);
  9711. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9712. }
  9713. return 1;
  9714. }
  9715. }
  9716. //Failure
  9717. // if(log_config.produce)
  9718. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9719. //TODO update PICKLOG
  9720. if(equip){
  9721. clif_produceeffect(sd,1,nameid);
  9722. clif_misceffect(&sd->bl,2);
  9723. } else {
  9724. switch (skill_id) {
  9725. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9726. status_percent_damage(NULL, &sd->bl, -25, 0);
  9727. case AM_PHARMACY:
  9728. case AM_TWILIGHT1:
  9729. case AM_TWILIGHT2:
  9730. case AM_TWILIGHT3:
  9731. clif_produceeffect(sd,3,nameid);
  9732. clif_misceffect(&sd->bl,6);
  9733. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9734. break;
  9735. case BS_IRON:
  9736. case BS_STEEL:
  9737. case BS_ENCHANTEDSTONE:
  9738. clif_produceeffect(sd,1,nameid);
  9739. clif_misceffect(&sd->bl,2);
  9740. break;
  9741. default:
  9742. if (skill_produce_db[idx].itemlv>10 &&
  9743. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9744. clif_specialeffect(&sd->bl, 609, AREA);
  9745. }
  9746. }
  9747. return 0;
  9748. }
  9749. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9750. {
  9751. int i,j,flag,index=-1;
  9752. struct item tmp_item;
  9753. nullpo_retr(0, sd);
  9754. if(nameid <= 0)
  9755. return 1;
  9756. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9757. if(nameid == skill_arrow_db[i].nameid) {
  9758. index = i;
  9759. break;
  9760. }
  9761. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9762. return 1;
  9763. pc_delitem(sd,j,1,0);
  9764. for(i=0;i<5;i++) {
  9765. malloc_set(&tmp_item,0,sizeof(tmp_item));
  9766. tmp_item.identify = 1;
  9767. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9768. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9769. if(battle_config.making_arrow_name_input) {
  9770. tmp_item.card[0]=CARD0_CREATE;
  9771. tmp_item.card[1]=0;
  9772. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9773. tmp_item.card[3]=GetWord(sd->char_id,1);
  9774. }
  9775. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9776. continue;
  9777. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9778. clif_additem(sd,0,0,flag);
  9779. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9780. }
  9781. }
  9782. return 0;
  9783. }
  9784. /*==========================================
  9785. *
  9786. *------------------------------------------
  9787. */
  9788. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9789. {
  9790. struct map_session_data *sd = map_id2sd(id);
  9791. if (data <= 0 || data >= MAX_SKILL)
  9792. return 0;
  9793. if (sd) sd->blockskill[data] = 0;
  9794. return 1;
  9795. }
  9796. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9797. {
  9798. nullpo_retr (-1, sd);
  9799. if (skillid >= GD_SKILLBASE)
  9800. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9801. if (skillid >= HM_SKILLBASE) //[orn]
  9802. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9803. if (skillid < 1 || skillid > MAX_SKILL)
  9804. return -1;
  9805. if (tick < 1) {
  9806. sd->blockskill[skillid] = 0;
  9807. return -1;
  9808. }
  9809. sd->blockskill[skillid] = 1;
  9810. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9811. }
  9812. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9813. {
  9814. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9815. if (data <= 0 || data >= MAX_SKILL)
  9816. return 0;
  9817. if (hd) hd->blockskill[data] = 0;
  9818. return 1;
  9819. }
  9820. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9821. {
  9822. nullpo_retr (-1, hd);
  9823. if (skillid >= GD_SKILLBASE)
  9824. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9825. if (skillid >= HM_SKILLBASE) //[orn]
  9826. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9827. if (skillid < 1 || skillid > MAX_SKILL)
  9828. return -1;
  9829. if (tick < 1) {
  9830. hd->blockskill[skillid] = 0;
  9831. return -1;
  9832. }
  9833. hd->blockskill[skillid] = 1;
  9834. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9835. }
  9836. /*----------------------------------------------------------------------------
  9837. *
  9838. */
  9839. /*
  9840. *
  9841. */
  9842. int skill_split_str (char *str, char **val, int num)
  9843. {
  9844. int i;
  9845. for (i=0; i<num && str; i++){
  9846. val[i] = str;
  9847. str = strchr(str,',');
  9848. if (str)
  9849. *str++=0;
  9850. }
  9851. return i;
  9852. }
  9853. /*
  9854. *
  9855. */
  9856. int skill_split_atoi (char *str, int *val)
  9857. {
  9858. int i, j, diff, step = 1;
  9859. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9860. if (!str) break;
  9861. val[i] = atoi(str);
  9862. str = strchr(str,':');
  9863. if (str)
  9864. *str++=0;
  9865. }
  9866. if(i==0) //No data found.
  9867. return 0;
  9868. if(i==1)
  9869. { //Single value, have the whole range have the same value.
  9870. for (; i < MAX_SKILL_LEVEL; i++)
  9871. val[i] = val[i-1];
  9872. return i;
  9873. }
  9874. //Check for linear change with increasing steps until we reach half of the data acquired.
  9875. for (step = 1; step <= i/2; step++)
  9876. {
  9877. diff = val[i-1] - val[i-step-1];
  9878. for(j = i-1; j >= step; j--)
  9879. if ((val[j]-val[j-step]) != diff)
  9880. break;
  9881. if (j>=step) //No match, try next step.
  9882. continue;
  9883. for(; i < MAX_SKILL_LEVEL; i++)
  9884. { //Apply linear increase
  9885. val[i] = val[i-step]+diff;
  9886. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9887. { val[i] = 1; diff = 0; step = 1; }
  9888. }
  9889. return i;
  9890. }
  9891. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9892. for (;i<MAX_SKILL_LEVEL; i++)
  9893. val[i] = val[i-1];
  9894. return i;
  9895. }
  9896. /*
  9897. *
  9898. */
  9899. void skill_init_unit_layout (void)
  9900. {
  9901. int i,j,size,pos = 0;
  9902. malloc_set(skill_unit_layout,0,sizeof(skill_unit_layout));
  9903. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9904. size = i*2+1;
  9905. skill_unit_layout[i].count = size*size;
  9906. for (j=0; j<size*size; j++) {
  9907. skill_unit_layout[i].dx[j] = (j%size-i);
  9908. skill_unit_layout[i].dy[j] = (j/size-i);
  9909. }
  9910. }
  9911. pos = i;
  9912. for (i=0;i<MAX_SKILL_DB;i++) {
  9913. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9914. continue;
  9915. switch (i) {
  9916. case MG_FIREWALL:
  9917. case WZ_ICEWALL:
  9918. break;
  9919. case PR_SANCTUARY:
  9920. {
  9921. static const int dx[] = {
  9922. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9923. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9924. static const int dy[]={
  9925. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9926. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9927. skill_unit_layout[pos].count = 21;
  9928. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9929. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9930. break;
  9931. }
  9932. case PR_MAGNUS:
  9933. {
  9934. static const int dx[] = {
  9935. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9936. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9937. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9938. static const int dy[] = {
  9939. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9940. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9941. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9942. skill_unit_layout[pos].count = 33;
  9943. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9944. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9945. break;
  9946. }
  9947. case AS_VENOMDUST:
  9948. {
  9949. static const int dx[] = {-1, 0, 0, 0, 1};
  9950. static const int dy[] = { 0,-1, 0, 1, 0};
  9951. skill_unit_layout[pos].count = 5;
  9952. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9953. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9954. break;
  9955. }
  9956. case CR_GRANDCROSS:
  9957. case NPC_GRANDDARKNESS:
  9958. {
  9959. static const int dx[] = {
  9960. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9961. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9962. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9963. static const int dy[] = {
  9964. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9965. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9966. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9967. skill_unit_layout[pos].count = 29;
  9968. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9969. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9970. break;
  9971. }
  9972. case PF_FOGWALL:
  9973. {
  9974. static const int dx[] = {
  9975. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9976. static const int dy[] = {
  9977. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9978. skill_unit_layout[pos].count = 15;
  9979. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9980. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9981. break;
  9982. }
  9983. case PA_GOSPEL:
  9984. {
  9985. static const int dx[] = {
  9986. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9987. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9988. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9989. -1, 0, 1};
  9990. static const int dy[] = {
  9991. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9992. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9993. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9994. 3, 3, 3};
  9995. skill_unit_layout[pos].count = 33;
  9996. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9997. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9998. break;
  9999. }
  10000. case NJ_KAENSIN:
  10001. {
  10002. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10003. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  10004. skill_unit_layout[pos].count = 24;
  10005. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10006. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10007. break;
  10008. }
  10009. case NJ_TATAMIGAESHI:
  10010. {
  10011. //Level 1 (count 4, cross of 3x3)
  10012. static const int dx1[] = {-1, 1, 0, 0};
  10013. static const int dy1[] = { 0, 0,-1, 1};
  10014. //Level 2-3 (count 8, cross of 5x5)
  10015. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10016. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10017. //Level 4-5 (count 12, cross of 7x7
  10018. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10019. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10020. //lv1
  10021. j = 0;
  10022. skill_unit_layout[pos].count = 4;
  10023. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10024. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10025. skill_db[i].unit_layout_type[j] = pos;
  10026. //lv2/3
  10027. j++;
  10028. pos++;
  10029. skill_unit_layout[pos].count = 8;
  10030. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10031. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10032. skill_db[i].unit_layout_type[j] = pos;
  10033. skill_db[i].unit_layout_type[++j] = pos;
  10034. //lv4/5
  10035. j++;
  10036. pos++;
  10037. skill_unit_layout[pos].count = 12;
  10038. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10039. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10040. skill_db[i].unit_layout_type[j] = pos;
  10041. skill_db[i].unit_layout_type[++j] = pos;
  10042. //Fill in the rest using lv 5.
  10043. for (;j<MAX_SKILL_LEVEL;j++)
  10044. skill_db[i].unit_layout_type[j] = pos;
  10045. //Skip, this way the check below will fail and continue to the next skill.
  10046. pos++;
  10047. break;
  10048. }
  10049. default:
  10050. ShowError("unknown unit layout at skill %d\n",i);
  10051. break;
  10052. }
  10053. if (!skill_unit_layout[pos].count)
  10054. continue;
  10055. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10056. skill_db[i].unit_layout_type[j] = pos;
  10057. pos++;
  10058. }
  10059. firewall_unit_pos = pos;
  10060. for (i=0;i<8;i++) {
  10061. if (i&1) {
  10062. skill_unit_layout[pos].count = 5;
  10063. if (i&0x2) {
  10064. int dx[] = {-1,-1, 0, 0, 1};
  10065. int dy[] = { 1, 0, 0,-1,-1};
  10066. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10067. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10068. } else {
  10069. int dx[] = { 1, 1 ,0, 0,-1};
  10070. int dy[] = { 1, 0, 0,-1,-1};
  10071. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10072. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10073. }
  10074. } else {
  10075. skill_unit_layout[pos].count = 3;
  10076. if (i%4==0) {
  10077. int dx[] = {-1, 0, 1};
  10078. int dy[] = { 0, 0, 0};
  10079. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10080. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10081. } else {
  10082. int dx[] = { 0, 0, 0};
  10083. int dy[] = {-1, 0, 1};
  10084. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10085. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10086. }
  10087. }
  10088. pos++;
  10089. }
  10090. icewall_unit_pos = pos;
  10091. for (i=0;i<8;i++) {
  10092. skill_unit_layout[pos].count = 5;
  10093. if (i&1) {
  10094. if (i&0x2) {
  10095. int dx[] = {-2,-1, 0, 1, 2};
  10096. int dy[] = { 2, 1, 0,-1,-2};
  10097. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10098. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10099. } else {
  10100. int dx[] = { 2, 1 ,0,-1,-2};
  10101. int dy[] = { 2, 1, 0,-1,-2};
  10102. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10103. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10104. }
  10105. } else {
  10106. if (i%4==0) {
  10107. int dx[] = {-2,-1, 0, 1, 2};
  10108. int dy[] = { 0, 0, 0, 0, 0};
  10109. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10110. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10111. } else {
  10112. int dx[] = { 0, 0, 0, 0, 0};
  10113. int dy[] = {-2,-1, 0, 1, 2};
  10114. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10115. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10116. }
  10117. }
  10118. pos++;
  10119. }
  10120. }
  10121. /*==========================================
  10122. * DB reading.
  10123. * skill_db.txt
  10124. * skill_cast_db.txt
  10125. * produce_db.txt
  10126. * create_arrow_db.txt
  10127. * abra_db.txt
  10128. *------------------------------------------
  10129. */
  10130. int skill_readdb (void)
  10131. {
  10132. int i,j,k,l,m;
  10133. FILE *fp;
  10134. char line[1024],path[1024],*p;
  10135. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10136. malloc_set(skill_db,0,sizeof(skill_db));
  10137. sprintf(path, "%s/skill_db.txt", db_path);
  10138. fp=fopen(path,"r");
  10139. if(fp==NULL){
  10140. ShowError("can't read %s\n", path);
  10141. return 1;
  10142. }
  10143. while(fgets(line,1020,fp)){
  10144. char *split[50];
  10145. if(line[0]=='/' && line[1]=='/')
  10146. continue;
  10147. j = skill_split_str(line,split,15);
  10148. if(j < 15 || split[14]==NULL)
  10149. continue;
  10150. i=atoi(split[0]);
  10151. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10152. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10153. continue;
  10154. }
  10155. if (i >= GD_SKILLBASE)
  10156. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10157. if (i >= HM_SKILLBASE) //[orn]
  10158. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10159. if(i<=0 || i>MAX_SKILL_DB)
  10160. continue;
  10161. skill_split_atoi(split[1],skill_db[i].range);
  10162. skill_db[i].hit=atoi(split[2]);
  10163. skill_db[i].inf=atoi(split[3]);
  10164. skill_db[i].pl=atoi(split[4]);
  10165. skill_db[i].nk=atoi(split[5]);
  10166. skill_split_atoi(split[6],skill_db[i].splash);
  10167. skill_db[i].max=atoi(split[7]);
  10168. skill_split_atoi(split[8],skill_db[i].num);
  10169. if(strcmpi(split[9],"yes") == 0)
  10170. skill_db[i].castcancel=1;
  10171. else
  10172. skill_db[i].castcancel=0;
  10173. skill_db[i].cast_def_rate=atoi(split[10]);
  10174. skill_db[i].inf2=atoi(split[11]);
  10175. skill_db[i].maxcount=atoi(split[12]);
  10176. if(strcmpi(split[13],"weapon") == 0)
  10177. skill_db[i].skill_type=BF_WEAPON;
  10178. else if(strcmpi(split[13],"magic") == 0)
  10179. skill_db[i].skill_type=BF_MAGIC;
  10180. else if(strcmpi(split[13],"misc") == 0)
  10181. skill_db[i].skill_type=BF_MISC;
  10182. else
  10183. skill_db[i].skill_type=0;
  10184. skill_split_atoi(split[14],skill_db[i].blewcount);
  10185. for (j = 0; skill_names[j].id != 0; j++)
  10186. if (skill_names[j].id == i) {
  10187. skill_db[i].name = skill_names[j].name;
  10188. skill_db[i].desc = skill_names[j].desc;
  10189. break;
  10190. }
  10191. }
  10192. fclose(fp);
  10193. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10194. sprintf(path, "%s/skill_require_db.txt", db_path);
  10195. fp=fopen(path,"r");
  10196. if(fp==NULL){
  10197. ShowError("can't read %s\n", path);
  10198. return 1;
  10199. }
  10200. while(fgets(line,1020,fp)){
  10201. char *split[50];
  10202. if(line[0]=='/' && line[1]=='/')
  10203. continue;
  10204. j = skill_split_str(line,split,32);
  10205. if(j < 32 || split[31]==NULL)
  10206. continue;
  10207. i=atoi(split[0]);
  10208. if (i >= GD_SKILLBASE)
  10209. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10210. if (i >= HM_SKILLBASE) //[orn]
  10211. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10212. if(i<=0 || i>MAX_SKILL_DB)
  10213. continue;
  10214. skill_split_atoi(split[1],skill_db[i].hp);
  10215. skill_split_atoi(split[2],skill_db[i].mhp);
  10216. skill_split_atoi(split[3],skill_db[i].sp);
  10217. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10218. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10219. skill_split_atoi(split[6],skill_db[i].zeny);
  10220. p = split[7];
  10221. for(j=0;j<32;j++){
  10222. l = atoi(p);
  10223. if (l==99) {
  10224. skill_db[i].weapon = 0xffffffff;
  10225. break;
  10226. }
  10227. else
  10228. skill_db[i].weapon |= 1<<l;
  10229. p=strchr(p,':');
  10230. if(!p)
  10231. break;
  10232. p++;
  10233. }
  10234. p = split[8];
  10235. for(j=0;j<32;j++){
  10236. l = atoi(p);
  10237. if (l)
  10238. skill_db[i].ammo |= 1<<l;
  10239. p=strchr(p,':');
  10240. if(!p)
  10241. break;
  10242. p++;
  10243. }
  10244. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10245. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10246. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10247. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10248. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10249. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10250. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10251. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10252. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10253. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10254. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10255. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10256. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10257. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10258. else skill_db[i].state=ST_NONE;
  10259. skill_split_atoi(split[11],skill_db[i].spiritball);
  10260. for (j = 0; j < 10; j++) {
  10261. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10262. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10263. }
  10264. }
  10265. fclose(fp);
  10266. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10267. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10268. fp=fopen(path,"r");
  10269. if(fp==NULL){
  10270. ShowError("can't read %s\n", path);
  10271. return 1;
  10272. }
  10273. l=0;
  10274. while(fgets(line,1020,fp)){
  10275. char *split[50];
  10276. l++;
  10277. malloc_tsetdword(split,0,sizeof(split)); // [Valaris] thanks to fov
  10278. if(line[0]=='/' && line[1]=='/')
  10279. continue;
  10280. j = skill_split_str(line,split,6);
  10281. if(split[0]==NULL || j<2)
  10282. continue; //Blank line.
  10283. if(split[5]==NULL || j<6) {
  10284. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10285. continue;
  10286. }
  10287. i=atoi(split[0]);
  10288. if (i >= GD_SKILLBASE)
  10289. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10290. if (i >= HM_SKILLBASE) //[orn]
  10291. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10292. if(i<=0 || i>MAX_SKILL_DB)
  10293. continue;
  10294. skill_split_atoi(split[1],skill_db[i].cast);
  10295. skill_split_atoi(split[2],skill_db[i].delay);
  10296. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10297. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10298. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10299. }
  10300. fclose(fp);
  10301. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10302. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10303. fp=fopen(path,"r");
  10304. if (fp==NULL) {
  10305. ShowError("can't read %s\n", path);
  10306. return 1;
  10307. }
  10308. k = 0;
  10309. while (fgets(line,1020,fp)) {
  10310. char *split[50];
  10311. if (line[0]=='/' && line[1]=='/')
  10312. continue;
  10313. j = skill_split_str(line,split,8);
  10314. if (split[7]==NULL || j<8)
  10315. continue;
  10316. i=atoi(split[0]);
  10317. if (i >= GD_SKILLBASE)
  10318. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10319. if (i >= HM_SKILLBASE) //[orn]
  10320. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10321. if(i<=0 || i>MAX_SKILL_DB)
  10322. continue;
  10323. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10324. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10325. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10326. skill_split_atoi(split[4],skill_db[i].unit_range);
  10327. skill_db[i].unit_interval = atoi(split[5]);
  10328. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10329. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10330. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10331. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10332. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10333. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10334. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10335. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10336. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10337. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10338. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10339. skill_db[i].unit_target=BCT_NOENEMY;
  10340. //By default, target just characters.
  10341. skill_db[i].unit_target |= BL_CHAR;
  10342. if (skill_db[i].unit_flag&UF_NOPC)
  10343. skill_db[i].unit_target &= ~BL_PC;
  10344. if (skill_db[i].unit_flag&UF_NOMOB)
  10345. skill_db[i].unit_target &= ~BL_MOB;
  10346. if (skill_db[i].unit_flag&UF_SKILL)
  10347. skill_db[i].unit_target |= BL_SKILL;
  10348. k++;
  10349. }
  10350. fclose(fp);
  10351. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10352. skill_init_unit_layout();
  10353. malloc_set(skill_produce_db,0,sizeof(skill_produce_db));
  10354. for(m=0;m<2;m++){
  10355. sprintf(path, "%s/%s", db_path, filename[m]);
  10356. fp=fopen(path,"r");
  10357. if(fp==NULL){
  10358. if(m>0)
  10359. continue;
  10360. ShowError("can't read %s\n",path);
  10361. return 1;
  10362. }
  10363. k=0;
  10364. while(fgets(line,1020,fp)){
  10365. char *split[7 + MAX_PRODUCE_RESOURCE * 2];
  10366. int x,y;
  10367. if(line[0]=='/' && line[1]=='/')
  10368. continue;
  10369. malloc_tsetdword(split,0,sizeof(split));
  10370. j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
  10371. if(split[0]==0) //fixed by Lupus
  10372. continue;
  10373. i=atoi(split[0]);
  10374. if(i<=0) continue;
  10375. skill_produce_db[k].nameid=i;
  10376. skill_produce_db[k].itemlv=atoi(split[1]);
  10377. skill_produce_db[k].req_skill=atoi(split[2]);
  10378. skill_produce_db[k].req_skill_lv=atoi(split[3]);
  10379. for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10380. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10381. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10382. }
  10383. k++;
  10384. if(k >= MAX_SKILL_PRODUCE_DB)
  10385. break;
  10386. }
  10387. fclose(fp);
  10388. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10389. }
  10390. malloc_set(skill_arrow_db,0,sizeof(skill_arrow_db));
  10391. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10392. fp=fopen(path,"r");
  10393. if(fp==NULL){
  10394. ShowError("can't read %s\n", path);
  10395. return 1;
  10396. }
  10397. k=0;
  10398. while(fgets(line,1020,fp)){
  10399. char *split[16];
  10400. int x,y;
  10401. if(line[0]=='/' && line[1]=='/')
  10402. continue;
  10403. malloc_tsetdword(split,0,sizeof(split));
  10404. j = skill_split_str(line,split,13);
  10405. if(split[0]==0) //fixed by Lupus
  10406. continue;
  10407. i=atoi(split[0]);
  10408. if(i<=0)
  10409. continue;
  10410. skill_arrow_db[k].nameid=i;
  10411. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10412. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10413. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10414. }
  10415. k++;
  10416. if(k >= MAX_SKILL_ARROW_DB)
  10417. break;
  10418. }
  10419. fclose(fp);
  10420. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10421. malloc_set(skill_abra_db,0,sizeof(skill_abra_db));
  10422. sprintf(path, "%s/abra_db.txt", db_path);
  10423. fp=fopen(path,"r");
  10424. if(fp==NULL){
  10425. ShowError("can't read %s\n", path);
  10426. return 1;
  10427. }
  10428. k=0;
  10429. while(fgets(line,1020,fp)){
  10430. char *split[16];
  10431. if(line[0]=='/' && line[1]=='/')
  10432. continue;
  10433. malloc_tsetdword(split,0,sizeof(split));
  10434. j = skill_split_str(line,split,13);
  10435. if(split[0]==0) //fixed by Lupus
  10436. continue;
  10437. i=atoi(split[0]);
  10438. if(i<=0)
  10439. continue;
  10440. skill_abra_db[i].req_lv=atoi(split[2]);
  10441. skill_abra_db[i].per=atoi(split[3]);
  10442. k++;
  10443. if(k >= MAX_SKILL_ABRA_DB)
  10444. break;
  10445. }
  10446. fclose(fp);
  10447. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10448. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10449. fp=fopen(path,"r");
  10450. if(fp==NULL){
  10451. ShowError("can't read %s\n", path);
  10452. return 1;
  10453. }
  10454. while(fgets(line,1020,fp)){
  10455. char *split[50];
  10456. if(line[0]=='/' && line[1]=='/')
  10457. continue;
  10458. malloc_tsetdword(split,0,sizeof(split));
  10459. j = skill_split_str(line,split,3);
  10460. if(split[0]==0) //fixed by Lupus
  10461. continue;
  10462. i=atoi(split[0]);
  10463. if (i >= GD_SKILLBASE)
  10464. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10465. if(i<=0 || i>MAX_SKILL_DB)
  10466. continue;
  10467. skill_split_atoi(split[1],skill_db[i].castnodex);
  10468. if (!split[2])
  10469. continue;
  10470. skill_split_atoi(split[2],skill_db[i].delaynoagi);
  10471. }
  10472. fclose(fp);
  10473. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10474. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10475. fp=fopen(path,"r");
  10476. if(fp==NULL){
  10477. ShowError("can't read %s\n", path);
  10478. return 1;
  10479. }
  10480. k=0;
  10481. while(fgets(line,1020,fp)){
  10482. char *split[16];
  10483. if(line[0]=='/' && line[1]=='/')
  10484. continue;
  10485. malloc_tsetdword(split,0,sizeof(split));
  10486. j = skill_split_str(line,split,2);
  10487. if(split[0]==0) //fixed by Lupus
  10488. continue;
  10489. i=atoi(split[0]);
  10490. if (i >= GD_SKILLBASE)
  10491. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10492. if(i<=0 || i>MAX_SKILL_DB)
  10493. continue;
  10494. skill_db[i].nocast|=atoi(split[1]);
  10495. k++;
  10496. }
  10497. fclose(fp);
  10498. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10499. return 0;
  10500. }
  10501. /*===============================================
  10502. * For reading leveluseskillspamount.txt [Celest]
  10503. *-----------------------------------------------
  10504. */
  10505. static int skill_read_skillspamount (void)
  10506. {
  10507. char *buf,*p;
  10508. struct skill_db *skill = NULL;
  10509. int s, idx, new_flag=1, level=1, sp=0;
  10510. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10511. if(buf==NULL)
  10512. return -1;
  10513. buf[s]=0;
  10514. for(p=buf;p-buf<s;){
  10515. char buf2[64];
  10516. if (sscanf(p,"%[@]",buf2) == 1) {
  10517. level = 1;
  10518. new_flag = 1;
  10519. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10520. for (idx=0; skill_names[idx].id != 0; idx++) {
  10521. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10522. //Apply Guild/Homunc adjustment.
  10523. sp = skill_names[idx].id;
  10524. if (sp >= GD_SKILLBASE) sp = GD_SKILLRANGEMIN + sp - GD_SKILLBASE;
  10525. if (sp >= HM_SKILLBASE) sp = HM_SKILLRANGEMIN + sp - HM_SKILLBASE;
  10526. if (sp < 1 || sp >= MAX_SKILL_DB)
  10527. continue;
  10528. skill = &skill_db[sp];
  10529. new_flag = 0;
  10530. break;
  10531. }
  10532. }
  10533. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10534. skill->sp[level-1]=sp;
  10535. level++;
  10536. }
  10537. p=strchr(p,10);
  10538. if(!p) break;
  10539. p++;
  10540. }
  10541. aFree(buf);
  10542. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10543. return 0;
  10544. }
  10545. void skill_reload (void)
  10546. {
  10547. skill_readdb();
  10548. if (battle_config.skill_sp_override_grffile)
  10549. skill_read_skillspamount();
  10550. }
  10551. /*==========================================
  10552. *
  10553. *------------------------------------------
  10554. */
  10555. int do_init_skill (void)
  10556. {
  10557. skill_readdb();
  10558. skill_dance_switch_sub(NULL, NULL, 2); //Initialize Song/Dance overlap switch code.
  10559. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10560. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10561. if (battle_config.skill_sp_override_grffile)
  10562. skill_read_skillspamount();
  10563. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10564. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10565. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10566. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10567. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10568. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10569. return 0;
  10570. }
  10571. int do_final_skill(void)
  10572. {
  10573. ers_destroy(skill_unit_ers);
  10574. ers_destroy(skill_timer_ers);
  10575. return 0;
  10576. }